IN THE CUSTOMS, EXCISE & SERVICE TAX APPELLATE TRIBUNAL SOUTH ZONAL BENCH, CHENNAI For approval and signature: Hon’ble Shri P.K. Das, Judicial Member Hon’ble Shri Mathew John, Technical Member 1. Whether Press Reporters may be allowed to see the Order for Publication as per Rule 27 of the CESTAT (Procedure) Rules, 1982? 2. Whether it should be released under Rule 27 of the CESTAT (Procedure) Rules, 1982 for publication in any authoritative report or not? 3. Whether the Members wish to see the fair copy of the Order? 4. Whether order is to be circulated to the Departmental authorities? Appeal No. E/620/2002 & E/302/2003 (Arising out of Order-in-Original No. 14/Commr. Goa/CX/2002 dated 27.9.2002 passed by the Commissioner of Customs, Mumbai) 1. M/s. Funskool (India) Ltd. 2. S.K. Padhi Appellants Vs. Commissioner of Central Excise, Panaji, Goa Respondent Appeal No. E/722/2003 (Arising out of Order-in-Appeal No. KKS (19) 19/GOA/2002 dated 17.7.2002 passed by the passed by the Commissioner of Customs and Central Excise (Appeals), Panaji, Goa) Commissioner of Central Excise, Panaji, Goa Appellant Vs. M/s. Funskool (India) Ltd. Respondent 2 Appearance for the Assessee Shri Arvind P. Datar, Senior Advocate Shri Thirumal Rao, Advocate, Appearance for the Department Shri K.S.V.V. Prasad, JC (AR) and Shri M. Rammohan Rao, DC (AR) CORAM Hon’ble Shri P.K. Das, Judicial Member Hon’ble Shri Mathew John, Technical Member Date of Hearing : 19/23.09.2013 Date of Pronouncement: 10.2.2014 Interim Order No. 32 to 34/2014 Per P.K. Das These appeals are taken up for hearing as per the judgment/order dated 25.1.2010 of the Hon’ble Supreme Court of India in I.A. Nos. 8 to 10/2009 in Civil Appeal Nos. 3460 to 3462/2004 [Commissioner of Central Excise, Goa & Anr. Vs. M/s. Funskool (India) Ltd. & Anr.] whereby the Hon’ble Court directed the Tribunal to examine the case as to whether each of the 31 items manufactured by the Assessee would stand covered by CSH 9504.90 as games as contended by the Revenue or by CSH 9503.00 as toy/puzzle as claimed by the Assesses. The Hon’ble Court directed that if the decision of the Tribunal on merit stands against the Assessee, the demand of duty would be restricted for normal period of limitation. For that 3 purpose, the Tribunal was directed to apply the tests which have been enunciated by the Hon’ble Supreme Court in the judgment in the case of M/s. Pleasantime Products Vs. Commissioner of Central Excise, Mumbai–I reported in 2009 (243) ELT 641 (SC). 2. The relevant facts of the case, in brief, as revealed from the records are that since 1986 the Assessees are engaged in the manufacture of Toys and Games falling under Chapter 95 of the CETA, 1985. They were filing the classification list upto 1995 and thereafter classification Declaration under Rule 173B of the erstwhile Central Excise Rules, 1944 in respect of the Toys and Games and classification lists were duly approved and the Declarations were acknowledged by the Department. The present proceedings were initiated after filing of classification declaration No. 1/2000-2001 dated 1.4.2000. The Assessee by their letter dated 19.8.2000 furnished the Department detailed product literature-cum-instruction sheets, how to play the games. On 17.11.2000, the Central Excise officers visited the Assessee’s factory and after scrutiny of the products, it appears that some of the items could be classified under Sub-Heading No.9504.90 of CETA, 1985 @ 16% ad valorem instead of 9503.00 nil rate of duty as claimed by the Assessee. 2.1 A show-cause notice dated 1.5.2001 was issued by the Range Superintendent of Central Excise, Panaji, Goa, proposing to classify 1 - 21 items under sub-heading No. 9504.90 and the 4 item No. 22 namely Mould & Paints under sub-heading 8480.10 chargeable to 16% ad valorem and to amend the classification/declaration No. 1/2000 dated 1.4.2000. It has also proposed demand of duty of Rs.9,04,444.37 along with interest and penalty for the period 1.4.2000 to 31.12.2000. It has been alleged that the item at Serial No. 1 to 21 appears to be classifiable under S.H. No. 9504.90, as the items are similar in the nature to the Board games of Ludo / Snakes & Ladder / Chess / Draughts. The item Serial No. 22 is mould / plastic mould used for making different figures of fruit, vegetables etc. Explanatory Notes to Chapter 84 of HSN mentioned that moulds for mineral (Plaster of Paris) classifiable under SH 8480.10. The name of the items are as under:1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. Beeline Disney Telespin Disney Sorry Disney Chip N Dale Game of Games Duck Tales Monopoly Junior Pay Day Hotel City Games (Paris) City Games (London) Games of States (USA) Games of States (India) Travel Ludo Travel Snakes & Ladders Travel Chinese Checkers Dragster Stratego Fox & Geese Travel Chess & Draughts Leverage Mould and Paint 5 2.2 By Order-in-Original dated 28.9.2001, the Assistant Commissioner of Central Excise, Panaji, Goa Division, confirmed the demand of duty of Rs.9,04,444.37 along with interest and imposed a penalty of Rs.90,000/- under Rule 173Q r/w Rule 9(2) for contravening Rule 9(1), 173F, 173G and penalty of Rs.1,000/- for contravention of Rule 210 of the erstwhile Central Excise Rules, 1944. He has also confirmed the classification of 1 to 21 items under sub-heading 9504.90 and other item Serial No. 22 under sub-heading 8480.10 of CETA, 1985 as proposed in the Show Cause Notice. The assessee filed appeal before the Commissioner (Appeals) against the said adjudication order. 2.3 Thereafter, another show-cause notice dated 5.11.2001 was issued by the Additional Director General, Director General of Central Excise Intelligence (DGCEI), Zonal Unit, Mumbai proposing demand of duty of Rs.60,77,451.35 along with interest and penalty for the period November 1996 to June 2001. The demand of duty was proposed in respect of 12 items classifying under sub-heading 9504.90 chargeable to 16% ad valorem instead of sub-heading 9503.00 chargeable to nil rate of duty as claimed by the Assessee in their Declaration. It has also proposed to impose penalty on Shri S.K. Padhi, Manager (Factory Accounts) and authorized signatory of the Assessee. It has been alleged that all the items are “Board and Dice Games”. As per HSN, “Board & Dice” games are categorically classifiable 6 under Heading No. 95.04 with specific mention of “Snakes & Ladders”. The names of the items are as under:1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Pay Day Games of Games Talespin Match & Move Memory Upwards Pictionary Rally Go to the head of the class Chip N Dale Monopoly Junior Monopoly Snakes & Ladders 2.4 It appears that the Assessee admitted the classification of “Snakes & Ladders” before issue of Show Cause Notice and the item “Monopoly” after issue of Show Cause Notice under subheading 9504.90. It was clarified by the Assessee that they were manufacturing more than hundred items of toys and games and wrong classification was escaped from their notice. They paid duty along with interest. 2.5 In the meantime, the Commissioner (Appeals) by Order- in-Appeal dated 17.7.2002, set aside the aforesaid adjudication order dated 28.9.2001 passed by the Assistant Commissioner of Central Excise, holding that all the 22 items listed in the said adjudication order 9503.00 the of would CETA, be 1985. classified Revenue under filed sub-heading Appeal No. E/722/2003 before this Tribunal against the said order passed by the Commissioner (Appeals). 7 2.6 The Commissioner of Central Excise, Goa by Order-in- Original dated 27.9.2002 confirmed the demand of duty of Rs.60,77,451/- as proposed in the show-cause notice dated 23.11.2001. He has also imposed penalty of equal amount under Section 11AC of the Central Excise Act, 1944 along with interest. He has further imposed penalty of Rs.15,000/- on Shri A.K. Padhi, Manager (Factory Accounts) of the Assessee under Rule 26 of the Central Excise (No. 2) Rules, 2001. The Assessee and Shri S.K. Padhi filed two appeals No. E/620/2002 and E/302/2003 before this Tribunal against the adjudication order passed by the Commissioner of Central Excise, Goa insofar as demand of duty against 10 items out of 12 item except “Snakes & Ladders” and “Monopoly”. 2.7 The Tribunal by Final Order No. 103 to 105/2004 dated 23.1.2004 allowed the appeals filed by the Assessee and Shri S.K. Padhi in respect of 10 items and rejected the Revenue’s appeal in respect of 22 items. 2.8 Revenue filed three appeals (C.A. Nos. 3460 to 3462/2004) before the Hon’ble Supreme Court against the order of the Tribunal. On 12.11.2009, the Hon’ble Supreme Court heard these appeals filed by Revenue along with appeals on similar issue filed by the other assessee in Civil Appeal Nos. 4309 to 4311/2008 (M/s. Pleasantime Products Ltd. Vs. CCE, Mumbai). In the case of Pleasantime Products Ltd, the Hon’ble 8 Supreme Court passed a detailed judgment and dismissed the appeals filed by the assessee as reported in Pleasantime Products Ltd. Vs. CCE, Mumbai – 2009 (243) ELT 641 (SC). In the case of Pleasantime Products (supra), the dispute relates to classification of branded word game “scrabble” under subheading 9503.00, puzzle as claimed by the assessee or subheading 9504.90 game as held by the Revenue. The Hon’ble Court held that “Scrabble” and “Junior Scrabble” would come under 9504.90. 2.9 Thereafter, the Hon’ble Supreme Court passed judgment dated 12.11.2009 in these appeals and allowed the appeals filed by the Revenue, which reads:“1. The batch of civil appeals is filed by the Department against the decision of CESTAT dated 23.1.2004 in Final Order Nos. 103 to 105 of 2004. These are virtually cross appeals to civil appeals filed by the assessee bearing Civil Appeal Nos. 4309-4311 of 2008 – M/s. Pleasantime Products & Anr. V. Commissioner of Central Excise, Mumbai – I, in which we have delivered the judgment today. The question in both sets of civil appeals, however, is common as far as the game “Scrabble/Upwords” is concerned. 2. In this batch of civil appeals filed by the Department we are concerned with classification of 12 items falling within the declaration filed by M/s. Funskool (India) Ltd. 3. We make it clear that the following three items are classifiable under Heading 95.04 of the Central Excise and Tariff Act,1 985 (“CETA”, for short). They are as follows:(i) (ii) (iii Snake and Ladder Monopoly Scrabble/Upwords (in terms of our judgment delivered today in M/s. Pleasantime Products (supra) 4. In our judgment in M/s. Pleasantime Products (supra),we have broadly indicated the tests to distinguish 9 toys, puzzles and games in the context of Chapter 95 of the CETA. The tests applied by the Department, namely, age of the player, is not correct as indicated in our judgment in M/s. Pleasantime Products (supra). Therefore, we remit this case to the Tribunal for de novo adjudication in accordance with law. It is made clear that the Tribunal will decide the controversy only with regard to nine out of 12 items. We once again declare that “Scrabble/Upwords” is a game falling under Heading95.04 of CETA. 5. Accordingly, civil appeals filed by the Department are allowed with no order as to costs.” 2.10 Revenue filed application before the Hon’ble Supreme Court for incorporating the correct number of items in the above Judgment. By Judgment/Order dated 25.1.2010, the Hon’ble Court was pleased to pass the following order:“The appeal filed by the Department in the case of M/s. FIL dealt with 34 items (and not with 12 items as mentioned in our order dated 12.11.2009, which is now recalled). We may state that three out of 34 items dealt with Scrabble/Upwords, Monopoly, Snake & Ladder. Applying our judgment in Pleasantime Products, we hold that the said three items, namely, Snake & Ladder, Monopoly and Scrabble/Upwords stand classifiable under CH 95.04 of the CETA, 1985. 6. Subject to the question of limitation, we have discussed hereinafter, we remit the case to the Tribunal with the request to examine as to whether each of the remaining 31 items would stand covered by CSH 9504.90 or by CSH 9503.00. For that purpose, the Tribunal needs to apply the tests which we have enunciated in our judgment in Pleasantime Products. 7. Now, coming to the question of limitation, we are of the view that, on facts and circumstances of this case, in respect of the first show-cause notice dated 23.11.2001, the claim of the Department has got to be confined to the period after October 2000 and that too, if at all the decision on merits in the matter of classification goes against the assessee. As regards the second show-cause notice dated 1.5.2001, the said notice is within limitation and therefore, the Department would be at liberty to proceed in accordance with law. 10 8. Before concluding, we may clarify that we have recalled our order dated 12.11.2009 only to bring about clarity in our order. We could have corrected our order easily by incorporating the correct number of items. However, we thought it best to recall the order and to redictate the said order for the sake of clarity. 9. Accordingly, the civil appeals filed by the Department are allowed with no order as to costs.” 3. The learned Authorized Representative on behalf of the Revenue submits that the Revenue filed appeals before the Hon’ble Supreme Court in respect of 34 items. Out of that, the Hon’ble Supreme Court had already decided three items in favour of the Revenue insofar as it stand classified under Chapter 95.04. The Hon’ble Supreme Court directed the Tribunal to decide the present appeals by applying the tests as enunciated by the Hon’ble Court in the case of Pleasantime Products (supra). Thus, the Tribunal has to decide the matter as per the specific direction of the Hon’ble Supreme Court. 3.1 It is submitted that in Pleasantime Products (supra), the Hon’ble Supreme Court discussed the scope of different Headings of Chapter 95 at para 8 & 9 and also examined the scope of toys and game at para 11 and concept of toys at paras 20 and 21. It is finally observed by the Hon’ble Supreme Court that the tests are as under:(a) (b) (c) (d) Outcome is pre-determined in a puzzle but not in a game There will be clues in a puzzle and not in a game Luck lacks in a puzzle, unlike in a game Element of chance and skill is absent in a toy 11 3.2 He submits that applying the above tests of Pleasantime Products (supra), it would be seen that all the 31 items are game and classifiable under Heading 9504 for the reason that the element of chance and skill are present, outcome is not predetermined and clues are not given. In support of his contention, he placed a chart showing the description and function of all the items. 4. On the other hand, the submissions of the learned senior Advocate on behalf of the Assessee are as under:(i) The decision of the Hon’ble Supreme Court insofar as classification of “Snakes & Ladders” and “Monopoly” under SubHeading No. 9504.90, the Assessee had accepted the said classifications at show-cause notice stage and no appeal was filed before the Tribunal. (ii) The Hon’ble Court decided the case of Pleasantime Products (supra) in respect of classification of Scrabble and Junior Scrabble and held that the said items had elements of chance and skill to be treated as games and not puzzle/toys. In the present case, the Hon’ble Supreme Court had not examined the items in question and directed the Tribunal to examine the whole issues in the light of observation made in the case of Pleasantime Products (supra) in accordance with law. Thus, the Tribunal has to consider all the issues including the observation 12 of the Hon’ble Supreme Court in the case of Pleasantime Products (supra). (iii) In the case of Pleasantime Products (supra), the Assessee claimed Scrabble and Junior Scrabble as ‘puzzle’ and ‘education toy’ respectively. The Hon’ble Supreme Court at para 19 observed that from the pleadings of the assessee, the difference between the game and puzzle had to be ascertained in three factors. (a) (b) (c) In a puzzle, outcome is predetermined Clues are given in the puzzle In a puzzle there is no chance only skill In Scrabble, there is no clue and the outcome is not predetermined. In a Junior Scrabble, there is an element of chance and skill and therefore both the items are not puzzles. (iv) In Pleasantime Products (supra), the observation of the Hon’ble Supreme Court at paras 21, 22 and 23, are relevant in deciding as to whether the items in this case are toy:(a) Whether the item/product is an object for a child to play with? (paras 21 & 23) (b) Whether the item/product is to train the child in physical skills, to develop his imagination and stimulate his thinking? (para 21) (c) Whether the item/product imitates in miniature, the world familiar to children? (para 21) (d) Whether the item/product is an education toy, i.e. in the nature of kits for building structures, constructor sets, colour mosaics and educational jigsaws? (paras 21 and 22) (e) Whether the items/products amusement? (para 23) are tools of 13 (f) (v) Whether the items/products have the element of chance and skill? There is a chance of overlapping the items games/toys in the various features. In that case, the Hon’ble Court at para 23, held that the test of pre-dominance would apply insofar as skill was required in jigsaw puzzles and educational toys, these would remain puzzles and toys and not games. Similarly, in construction kits, skill is involved, but the predominant intentions are only recreation and stimulation of child’s thinking. Relied upon the decision of the Hon’ble Supreme Court in the case of BSNL Vs. Union of India – (2006) 3 SCC 1, paras 43 – 45 where it has been held that a composite contract could not be broken up. If the party did not question separate rights arising out of the contract, the test to decide whether contract is one of sale or service has to be determined by dominant nature test. It is contended that the predominant nature of the item is relevant to decide whether an item is game or toy. The item “Snakes and Ladders” requires rolling of dice and for that reason alone all the products involving dice cannot be considered as game, subject to above test. (vi) The finding of the Tribunal in its earlier order covered the tests laid down in the case of Pleasantime Products (supra), as under:(a) All the products are toys except snake and ladder and monopoly which are also given up by the Assessee. 14 (b) All the toys are meant for children. (c) The games are “replicas covered under Heading 9503. or miniature models” (d) Heading 9504 covers competition games and games for “gambling purposes” such as “dog-eat-dog; cut-throat and aggressive” which are used by the children for recreation, joy, entertainment and education and would not fall under Heading 9504. (e) The games in question are small items and not those required to be played “in parlous or as articles of funfair or in clubs”. (f) “Table games” implies that the game must be grafted on the table, such as table tennis, roulette, snooker, billiards etc. Therefore, the games under consideration are not “table games”. (g) “Parlour games” means that the games must be played in a club or a parlour, and a measure of competitiveness must exist. In the present case, the games are played by the children for recreation which cannot be treated as parlour games and would be properly classifiable under 9503 as other toys. (vii) The Department erroneously proceeded on the basis that the assessee had accepted “Snake and Ladder” as well as “Monopoly” are not toys and therefore other items would be accepted as games. It is well settled that a concession does not give rise to any precedent. Relied upon the judgment of Lakshmi Shanker Srivastava Vs. State (Delhi Administration) AIR 1979 SC 451. (viii) All the items in question classified under ITC Heading 9503 30 10 which covers “educational games” and functional/ technical toys/models /kits under free import category. It is 15 contended that ITC Import Policy has followed the HSN Explanatory Notes. (ix) The learned Senior Advocate submitted a “Written Submission” with a Chart showing details of nature of each items. He has also demonstrated all the items before the Bench during the course of hearing. The Assessee submitted copy of item/product literature and instruction of the items. 5. After hearing both sides and on perusal of the records, we find that Show Cause Notices dated 1.5.2001 and 5.11.2001 proposed to classify 22 and 12 items respectively under SubHeading 9504.90 chargeable to 16% ad valorem duty. The Assessee had not disputed the classification of “Snakes & Ladders” and “Monopoly” in Notice dated 5.11.2001 under SubHeading 9504.90. The Hon’ble Supreme Court also upheld the classification of the said two items and Scrabble/Upwards (mentioned in Show Cause Notice dated 5.11.2001) under SubHeading 9504.90 of CETA, 1985. It is seen that 5 (five) items are common in both Show Cause Notices, such as:- Pay Day, Games of Games, Tale Spin, Chip N Dale and Junior Monopoly. Thus, the dispute relates to 26 items out of 34 items as proposed in both the show-cause notices. 5.1 The Hon’ble Supreme Court by judgment dated 12.11.2009 remitted these appeals to the Tribunal for denovo consideration in accordance with law. Subsequent order dated 16 25.1.2010, the Hon’ble Court re-dictated the earlier order for the sake of clarity and remitted the cases to the Tribunal with a direction to examine as to whether each of 31 items (out of that 5 items are common in both the notices) would stand covered by Sub-Heading 9504.90 or 9503.00 and the Tribunal would apply the tests as enunciated in the case of Pleasantime Products (supra). 6. Before dealing with the details of each items, we may look into the relevant portion of Chapter 95 of CETA, 1985 and its scope as observed by the Hon’ble Supreme Court in Pleasantime Products (supra) as under:“CHAPTER 95 TOYS, GAMES AND SPORTS REQUISITES; PARTS AND ACCESSORIES THEREOF Heading No. Subheading No. Description of goods Rate of duty (1) 95.01 (2) 9501.00 (4) NIL 95.02 9502.00 95.03 9503.00 (3) Wheeled toys designed to be ridden by children (for example, tricycles, scooters, pedal cars); dolls’ carriages Dolls representing only human beings Other toys; reduced-size (“scale”) models and similar recreational models, working or not; puzzles of all kinds Articles for funfair, table or parlour games, including pintables, billiards, special tables for casino games and automatic bowling alley equipment Playing cards Other 95.04 9504.10 9504.90 (emphasis supplied by us) NIL NIL NIL 16% 17 8. The said chapter refers to “Toys, Games and Sports Requisites; Parts and Accessories thereof” Heading Nos. 95.01, 95.02 and 95.03 deal with a subject-matter, namely, “Toys” whereas Chapter Heading 95.04 deals with “Articles for funfair, table or parlour games, including pintables, billiards, special tables for casino games and automatic bowling alley equipment”. Broadly, therefore, we have two subject-matters, namely, Toys on one hand and Articles meant for funfair, table or parlour games on the other hand. This conclusion is arrived at by applying a rule of interpretation called as “companion test”. Within the subject-matter “toys”, we find that Heading 9501 covers ‘wheeled toys’, Heading 9502 covers ‘dolls’ whereas Heading 9503 covers ‘other toys; reduced-size models; puzzles of all kinds’. In sub-heading 9503.00, the expression “other toys” indicates that all toys other than wheeled toys and dolls would come under sub-heading 9503.00. In a way sub-heading 9503.00 is a residuary to sub-headings 9501.00 and 9502.00. According to the assessee, sub-heading 9503.00 in turn covers three separate and distinct items, namely, other toys; models; puzzles of all kinds.” 6.1 According to the learned Authorized Representative for the Revenue, all the items in dispute are games and covered under Heading No. 95.04. Explanatory Notes of Heading 95.04 of HSN are as under:“This heading includes: (1) Billiards tables of various types (with or without legs) and accessories therefor (e.g. billiard cues, cue rests, balls, billiard chalks, ball or slide type markers). But the heading excludes mechanical counters (roller-type and the like) (heading 90.29), meters which employ a clock, movement to indicate the time in play or the amount payable based on that time (heading 91.06) and billiardcue racks (classified in heading 94.03 or according to their constituent material). (2) Video games (used with a television receiver or having self-contained screen) and other games of skill or chance with an electronic display. (3) Tables of the furniture type specially constructed for games (e.g. tables with a draught -board top). (4) Special tables for casino or parlour games (e.g. for roulette or for miniature horse races); croupiers’ rakes, etc. (5) Table football or similar games 18 (6) Coin-or-disc-operated machines of the kinds used in amusement arcades, cafes, funfairs, etc. for games of skill or chance (e.g. machines for revolver practice, pintables of various types). (7) Automatic bowling alley equipment, whether or not equipped with motors and electro-mechanical features. For the purpose of this heading the expression “automatic bowling alley equipment” applies not only to equipment where the pins are arranged in triangular form but also to other types (e.g. those I n which the pins are arranged in a square). (8) Shittles and indoor croquet requisites. (9) Sets comprising slot-racing motor cars with their track layouts, having the character of competitive games (10) Dartboards and darts (11) Card games of all kinds (bridge, tarot, “lexicon” etc.) (12) Boards and pieces (chessmen, draughtsmen, etc.) for games of chess, draughts, dominoes, mah-jong, halma, ludo, snakes and ladders etc. (13) Certain other accessories common to a number of games of this heading, for example, dice, dice boxes, counters, suit indicators, specially designed playing cloths (e.g. for roulette).” 7. The learned Senior Advocate on behalf of the Assessee submitted a chart of details of each item and claimed 7 items as Educational Toy, 11 items as Toy, 2 items as Toy reduced size model and 5 items as Puzzle. The item “Travel Chess & Draughts” is not mentioned in the said chart. Now, we have to examine the classification of each items as claimed by the Assessee with product/item literature and instruction of play as per order of the Hon’ble Supreme Court as under:- 19 (A) EDUCATIONAL TOY:Explanatory Notes to Heading 95.03 of HSN includes Educational toy. Sub-Heading No. 9503.00 of CETA, 1985 refers as “Other toys … recreational models”. The Hon’ble Supreme Court in Pleasantime Products (supra) observed that predominant test would apply to “educational toy” as under:20. ***** ***** ****** ***** ***** According to Encyclopedia Americana, “educational toys” includes kits for building structures such as bridges and geodesic domes. Miniature railways on tracks are educational toys. However, with the change in educational methods in the 20th century the pattern of toys has undergone a change. Advance thinking in child welfare has influenced the shape of toys and special standards of safety and hygiene are enforced today. Kindergarten methods have influenced the pattern of toys and introduced building blocks and constructor sets, colour mosaics and educational jigsaws into the definition of the expression “educational toys”. However, in 20th century also soft toys remain popular like “teddy bear”. In 20th century vinyl plastic and foam rubber has revolutionized the toy industry and has communal toys - climbing frames, splash pools and sand trays. 21. Thus, going by the dictionary meanings of the word “educational toy” one finds that “educational toys” remain even today tools of amusement. They remain an object for a child to play with. One needs to apply the predominant test in such cases.” In the present days, the toys and games of children are not always mere items for fun and amusement. Some toys and games would teach them basic money skills, help to understand of spending, saving and investment of money. The children would grow up with an early financial start. 20 (1) CITY GAMES (PARIS) (2) CITY GAMES (LONDON) (3) GAMES OF THE STATES (USA) (4) GAMES OF THE STATES (INDIA) All these items are similar in nature and therefore all are taken up together. According to Revenue:The nature of these games, Board Games like Ludo, where counters are moved as per the outcomes of the thrown dice. It is played as per the instructions on the card informing about Paris, London, USA or India as applicable to each game. The player who gets the highest total number through won cards is the winner. Thus it is an educative and recreational Board Games. Appear classifiable under CSH 9504.90 CETA, 1985. It has elements of Chance / Luck, No fixed outcome, No clues. Thus it merits to be considered as a game. According to Assessee:Educational Toy - These games take the players through a tour of the important locations of Paris, London, USA and India. On reaching these places, the players are given cards and points, which are then added up to determine the winner. The object is to educate the player on the monuments of Paris, London, States of USA and States of India. 21 Finding:(a) The labels of game box of City Games (Paris) and City Games (London) would show that it is an exciting way to know Paris and tour of London with lots of fun and learning. The first player throws the dice and moves his pawn as per the number thrown. If the player lands on a numbered location, he picks up a playing card from a pile, having the corresponding number. The text given on the pink side of the card gives a brief information about the location, which has to be read aloud. Thus, there is a clue given in the cards. The outcome is predetermined insofar as the cards won by the player have to be kept in front of the player so that others can see that these cards cannot be owned by them any longer. The players would proceed on the basis of instruction of card. There is no skill, but chance. The purpose is to educate the children about Paris and London. (b) The product literature of Games of the States (USA) indicates that this highly entertaining and educational game teaches the location of each of the States and its capital city. You learn about each state’s important industries and product which you buy and sell. At the end of the game, all players count their money. The player with the most money wins the game. Spin the transport dial (marked with 1, 2, 3 etc.) The player who spins the highest number goes first. Players move 22 towards the state of their choice which contains and opponents product disc. Thus, there is clue given. You may move through any state regardless of whether or not there is another player’s truck or product disc on that space. For example, the player with the blue truck starts in Ohio and moves by spins of the transport dial to Florida where there is a red disk. When the blue player reaches Florida, the red player says that he is selling oranges. The blue player spins the money dial and pays the red player $500. The blue player puts the red disk in his truck and draws a card that reads “Maine”. He moves to Maine and when he reaches his destination, he puts the card on the bottom the pile. The game continues until all of the product discs have been removed from the board. It appears that the outcome is predetermined. There is no skill. It would give knowledge to the children about different States of USA. (c) The product literature of Games of the States (India) shows an exciting discovery of India learn more about our country as you buy and sell from state to state. The object of the game is buy a product in one state and haul it by truck to another state where you try to sell it at a profit. The player with the most money at the end of the game is the winner. Meanwhile you brush up your geography and general knowledge. Each player takes a truck and three product discs of the same colour. Shuffle the State and Union Territory cards 23 and place them face down on the space marked ‘State Carus’. Shuffle the chance card and place your product discs one each in the three states. Spin the transport dial and move the truck the number of spaces shown in the dial. Thus, clue is given in the transport dial. There is a chance but no skill. The outcome is predetermined. It would help the children to know the different States of our country. All these items should be considered as educational toy. (5) MATCH & MOVE MEMORY According to Revenue:- It is also a board game and the aim of the game is to match the pictures space in the game board with the picture cards. Elements of skill and chance. According to Assessee:Educational Toy - Here, the players have to remember cards that were drawn earlier so that they can match the card they have picked up with those cards. The outcome is not predetermined. There are clues given. There is no chance, only skill. Finding:The label of game box indicates “Step ahead when you remember what’s hiding where”? It is seen from the product literature that in Match & Move Memory, fun object cards are hiding. They match picture spaces on the game board. To move ahead on the game path, your child must find the card that 24 matches the next picture space. Each match is rewarded with a free turn. Match & Move memory is an advanced memory game that helps to develop visual recall skills. Your child can play it alone, with you; or with other children. Any way it’s played, it’s unforgettable fun! In Match & Move Memory, clue is given in the picture space. There is no chance. Skill is required. The purpose is to train memory of the children and it would be considered as educational toy. (6) PAY DAY According to Revenue:The game is similar to the Board games like Ludo as mentioned in HSN 9504.90. The movement of playing pieces is governed by the outcome of the thrown dice. The player plays as per the direction of the space where the playing piece lands. There is monetary transaction involved and the person with most cash/least debt is the winner. Appears classifiable as Board game under CSH 9504.90 of CETA, 1985. This has elements of chance / luck and there is no fixed outcome. Thus, it merits to be considered as a GAME According to Assessee:Educational Toy – The game is played by rolling dice. Players are given a certain denomination of money and they incur expenditures or get income as per the game’s rules. When they land on a ‘pay day’ 25 space, they must make payments or get money back. At the end of the game, a player with the most cash wins the game. The outcome is predetermined. Clues are not given. There is no skill, only chance Finding:Game rules indicate a word about deals and high finance. Way to get ahead financial as to make deals. So take advantage wherever you go. The time will probably come when you do not have enough money on hand. By a deal or to pay your bills, pay a neighbor or make a charitable division or instructed to make then take out a loan. Roll the dice and move your token that many times allow the calendar if you have recoded pay day of the last month of play (according to the agreed upon number of months). You retire from game and wait for all the other players to finish. When all players have completed the agreed upon number of pond, the player of the highest network, the most cash – when all the players have landed that pay day of last time wins the game. We do not find any material to treat the item as educational toy. It has an element of chance / luck, no fixed outcome, no clues. It should be considered as game. (7) HOTEL According to Revenue:This is Board game wherein playing pieces moves as per the (car) moves as per the outcome of the thrown dice. Whereas 26 the car lands, the player follows instruction of the game. Appears classifiable under CSH 9504.90. This facilities a classic Card Board game involving economic transaction, building Hotel chain etc. Game is to develop chain of hotels & drive out Competitors. It has elements of competition, No fixed outcome, Chance / Luck and No clues. Thus it merits to be considered as a game. According to Assessee:- Educational Toy Each player chooses a car and places it on the start space. Highest roller of the dice goes first. On your turn, roll the dice and move your card forward to the spaces shown on the dice. The object of the game is to buy the land, build hotels, build main buildings and its extension, hotel entrances, recreational facilities etc. one earns money when opponent player comes into your area. Property title deeds are purchased from the bank based on the price fixed on the title deeds. The play is governed by certain specified rules like obtaining permission to build the main building. Even player collects money from the bank while passing through the bank. Winner is the player who lastly remains in the game while others going broke. The outcome is predetermined and no clue. There is no skill, only chance. Finding:The game instruction indicates that the game is to develop chain of hotels and drive all competitors. The object of the game 27 is to become a rich hotel tycoon: build hotels, welcome guest and hope the stay so long that they go broke paying their bills. On your turn, roll the dice and move your card forward (clockwise direction around the board) the number of lead steps shown on the dice. Cars may not share space. If you land on the opponents car, move ahead to the next vacant space. Each player chooses a car and places it on the start space. Each player rolls the dice. Play continues clock wise. It gives a lesson to develop a property, you must land on the appropriate land board spaces. No clue is given. Skill is required to ask for payment when someone lands on entrance to wait on your hotels etc. The element of competition is dominant, no fixed outcome. There is chance or luck. It is to be considered as game. (B) “TOY”: The learned AR on behalf of the Revenue submits that all these items are board and dice games and the outcome is not predetermined. There is an element of luck/chance and skill. These items may be considered as game. On the other hand, the learned Senior Advocate on behalf of the Assessee submitted that after considering the nature of the toys, there is a chance of overlapping of games and toys. In that case, it would be examined by applying predominance test as held by the Hon’ble Supreme Court. He illustrated his submission that a 28 set of plastic cricket bat with ball available in the toy shop is played by the children for amusement and fun. There is no competition, chance or luck. But, a set of cricket bat and ball available from the game shop is played as game. We find that the Hon’ble Supreme Court in Pleasantime Products (supra) discussed the word “game” and “toy” as under:“18. The word “game” in commercial sense means an article or apparatus used in playing games. According to Words and Phrases, Permanent Edition, the word “game” also defines, in certain context, instrumentalities used in playing them. According to Stroud’s Judicial Dictionary, a “game” is a form of a play or sport especially a competitive one, played according to rules and decided by skill and chance. According to Words and Phrases, Permanent Edition, the instruments by which chance may be developed and upon which skill may be exercised are also games - such as cards, dice, balls, figures, letters, checks etc. Therefore in a game there is a trial of skill or chance between two or more contesting parties according to some rule(s) by which one may succeed or fail. It is a contest for success, for a trial of chance or skill and it embraces every contrivance which has for its object sport, recreation or amusement. These are the various dictionary meanings of the word “game”. Applying the dictionary meaning, we are of the view that “Scrabble” is a board game. It is not a puzzle. In the circumstances, it falls under Heading 95.04 and not under subheading 9503.00 of the CETA. ***** ***** ****** ***** ***** 20. According to “The Concise Oxford English Dictionary, Tenth Edition”, a “toy” is an object for a child to play with, typically a model or miniature, replica of something. The gadget or a machine providing amusement is a toy. In 1914 even a car was a toy for a rich man. According to Stroud’s Judicial Dictionary, Fifth Edition, construction kits for making model are “toys and games”. According to Encyclopedia Americana originally a “toy” was made for adults rather than children, however, by 19th century the word came to denote a child’s play-thing. According to Encyclopedia Americana toys are tools of the human child, training him in physical skills, developing his imagination and stimulating his thinking. Predominantly, it is a play-thing. Toys imitate in miniature the world familiar to children.” The key test of the game is chance or luck and also skill. Outcome is not predetermined and there is also 29 competitiveness. In a “TOY’, the children are enjoying fun and amusement along with developing his imagination and stimulating his thinking. Such as, while playing LUDO, Chess Board Game, the persons are in a competition to win the game with their skill and luck/chance as the outcome is not predetermined and the fun and amusement are not dominating therein. But, the same board and dice are used in the games of Fox & Geese, Rally etc., the children are primarily enjoying the fun and amusement insofar as how many Geese are captured by fox during the course of playing of the game. Thus, it would be required to consider the nature of the game on the basis of predominance test, as to whether the essential factor is mere amusement and fun or there is competitiveness only. (8) TRAVEL LUDO (9) TRAVEL CHINESE CHECKERS (10) TRAVEL CHESS & DRAUGHTS All these items are similar nature and therefore all are taken up together. According to Revenue:These are improved version of Card Board Ludo, Chinese Checker and Chess. Pieces are moved as per the outcome of Dice. These can be played while Traveling. HSN has clearly specified Ludo, Chinese Checker and Chess as a Board Game of CSH 9504.90. All the items are classificable Under CSH 30 9504.90 of CETA, 1985. To be considered as a GAME, in view of Hon’ble Supreme Court’s decision. According to Assessee:- All the items are toy. (a) Travel Ludo - The objective is to get four coloured pieces to the centre of the board by moving according to the dice. The outcome is predetermined. Clues are not given. There is no skill, only chance. (b) Travel Chinese Checker – The objective is to get all one’s pieces to the opposite end by either moving one space, or jumping over another piece. The outcome is predetermined. Clues are not given. There is no skill, only chance (c) Travel Chess & Draughts are not mentioned in the chart submitted by the learned Senior Advocate. Finding:The instruction of play “Travel Ludo” would show that having thrown a six, the first player may move a peg out of his corner and on the coloured arrow square. As a player’s peg moves around the board towards his own corner, it is moved along the central coloured track towards triangle marked ‘home’. He must, however, throw the exact number of spaces required to get his peg home. Similarly, the instructions of Travel Chinese and Checkers would show that for each player, place one set of six coloured pegs on one of the points of the star showing the colour. The first player to move all his pegs to the other side of 31 the star is the winner. The instruction of the Travel Chess would show that each player takes it in turn to move his pieces, playing on all the squares. There are various pieces namely, King, Queen, Bishop, Knight, Castle and Pawns and the aim is to capture (check) the opponents king. Similarly, the instruction of Travel Draughts would show that the aim is to take all the opponents pieces or to trap him so that he cannot move. On close reading of the instruction of play of the above items, it is seen that cool and calm mental states are required to play and it is highly competitiveness rather than fun and amusement. Further, rules are not plain and simple and require strong alertness, ability and accumen. The learned Senior Advocate submitted that these toys imitate a miniature to the children. We find that all these items are much smaller size than normal size of game. It is reduced size to play during travelling. All the elements of normal board game are available in these items and therefore, it would be considered as board game and classifiable under Heading 95.04. (11 CHIPS N DALE:(12) DUCK TALES DISNEY:(13) DISNEY SORRY:According to Revenue:All are a Board Game like Ludo, Snakes & Ladder (as mentioned in HSN notes). In Chips N Dale, Board has specific 32 directions like Trade places, Go To any steel etc. As per the outcome of Dice, pawns are moved which follow further direction as mentioned for the landed spaces. Player to build the machine with 6 Cards wins the game. In Duck Tales Disney, movement of pointer on the spinner governs the movement of the playing pieces. The rules of play is like Snakes and Ladder. In Disney Sorry, the movement of the playing pieces is governed by the directions given on the picked cards. All are classifiable under CSH 9504.90 CETA, 1985. It has elements of Chance/Luck and no fixed outcome. So, it merits to be considered as a GAME. According to Assessee:All are toys. In Chip N Dale, players must move around the board, as per the dice and collect six machine parts to complete a machine. The first player to do so is the winner. The game is entirely based on dice and no skill is involved at all. The outcome is predetermined. There are clues and no skill, only chance. In Duck Tales Disney, the objective of the game is to reach the finish as soon as possible, by using dice. The only choice players have to make is in which direction to move their piece. The outcome is predetermined. There are no clues given. Since the game is only based on dice, there is no skill, only chance. In Disney Sorry, players must go around the board and collect as many sorry cards as possible. The players move 33 according to dice. The outcome is predetermined. There are no clues given. Since the game is only based on dice, there is no skill only chance. Finding:(i) The background history of Scrabble as narrated in Pleansatime Products (supra) would show that it was intended as game, as mentioned below:“When the Great Depression left architect Alfred Mosher Butts out-of-work, he decided to invent a board game. He did his market research and produced a document entitled “Study of Games”. He concluded that there are three kinds of parlour games: “number games”, such as dice and bingo; “move games”, such as chess and checkers; and “word games”, such as anagrams. He stated that “it is curious that while two of the three kinds of table games has yielded such interesting developments, the third has produced nothing better than anagrams”. Thus Butts wanted to create a game that combined the vocabulary skills of crossword puzzles and anagrams, with the additional element of chance. The game was originally named Lexico, but Butts eventually decided to call the game “Criss-Cross Words”. “Scrabble” which means “to grope frantically”, was trademarked in 1948”. (ii) The game instruction of Chips N Dale, would show that the story is “Chip-n-Dale’s enemy, professor Nimul has used his evil genius to build a machine which can control the minds of the children every time. Luckily Rescue Rangers can make a Magic Machine from everyday house hold objects to block the rays from the professor’s machine. Can you help them?” It was invented to control the mind of the children, to build a magic machine which is different from the background history of scrabble intended as game. The rules of play are that choose a pawn and place it on the “STOP! PICK UP 1 PART” corner space 34 closest to you on the game board. Each player rolls the dice. Always move from clock wise around the game board. The first player to complete the magic machine with six cards wins the game. In order to win the game you must be the first player to build a magic machine. Your machine will be made up of six machine parts with various signs as indicated in the game board steps. Clues are given in machine postcards. The outcome is predetermined for building the machine. There is no skill, only chance. (iii) The label of the game box of Duck Tales Disney indicates ‘join Uncle Scrooge and his nephews on a Tropical island treasure hunt”. It is an amusement to children that Uncle Scrooge and his nephews are after a tropical island treasure and to cross various hurdles like wild animals, sea etc. The object of the game is to put the first player to reach the finished steps with a treasure token. At first the players should move the building pieces towards the treasure space to collect their tokens. After collecting a token, each player makes a dash for the finished steps: move the building piece as follows:* You can move in any direction along the path but never move onto the same space twice on one turn. * You may pass other player’s playing pieces, as you move, if you end your move on a space occupied by another player’s playing piece, move your playing piece to the next open space. * If you land on or pass a Bad Guy, you get captured. 35 The outcome is predetermined insofar as you have to reach the FINISH SPACE to treasure island. There is no clue. It requires skill and chance. (iv) Rules of Disney Sorry are that the first player draws the top card from the draw pile and reads the instructions. He is looking for one or two cards to start a playing piece out on the track, if he fails to turn up, either of these card his turn is over. If this card is drawn, follow the instruction and draw another card. It appears that clue is given when the player draws the cards and reads the instruction. No skill is required as it depends on the drawing of the cards and instructions. It depends upon the favourable card of the player, so there is luck/chance. There is no indication in the literature and instructions that it is providing amusement to children. (v) The learned Authorized Representative submitted that all the items are like Ludo, Snakes & Ladders. It is seen from the game introduction of Ludo and Snakes & Ladders that the main element of games are competitiveness and there is no mention of any amusement and fun. But, on perusal of instructions of play of Chip N Dale and Duck Tales Disney and the nature of play, it is evident that the building of machine in Chip N Dale and to search treasure island in Duck Tales Disney are mainly fun or amusement of the children and the game rules are also simple and no such alertness, ability and acumen is required 36 like Ludo, Snakes and Ladders. The instruction of play of Disney Sorry does not show any such fun or amusement to children. Hence, Chip N Dale and Duck Tales Disney cannot be considered as Game. But, we agree with the learned Authorized Representative that Disney Sorry is to be considered as Game. (14) FOX & GEESE According to Revenue:The strategic Board Game similar to Draught which has been mentioned in HSN under 9504.90. This is played with pieces (geese) & fox. There are set of rules for the movement of the counter on the Board. nine, have points. Geese either capturing fox occupy all The fox wins if it wins as many as geese. Appears classifiable as board games of strategy under CSH 950.90 of CETA, 1985. To be considered as a GAME. According to Assessee:Toy - This is a very simple strategy game in which the player controlling the fox tries to capture as many geese as possible, and the player controlling the geese tries to trap the fox. The outcome is predetermined. There are no clues. There is no chance, only skill. Finding:The label of the game box indicates that the “game is on, fox vs geese, but who will get foxed”? For the player playing for the geese, the aim is to try and catch the fox and for the player 37 playing for the fox, the aim is to try to capture as many geese as possible so that not enough geese are left on the board to be able to capture the fox. The Geese wins if it captures fox completely and the fox wins if it captures as many geese. No skill is required. The label of game box, instruction of simple play rule would show that it is mainly giving fun and amusement of children to capture fox or geese and it is not required calm and cool mental state and ability like Draught. It cannot be considered as game. (15) LEVERAGE According to Revenue:Board Game of strategy similar to Draught. As Draught is classifiable under CSH 9504.90 as per HSN notes. The product appears classifiable under CSH 9504.90 of CETA, 1985. To be considered as a GAME for the reasons stated on left side column. According to Assessee:Toy - The players learn the art of balancing pieces on a balance. There are three kinds of pieces – small, medium and large – and each player tries to balance the board and move his pieces to the safety zone. This is a ‘toy’ by the common parlance test, as the aim is to teach the child the concept of equalizing weights and balancing. There is no chance, only skill. Therefore, the SC’s tests are also not satisfied. 38 Finding:The product literature indicates a game of strategy and suspense. Players move their playing pieces forward while either sacrificing or protecting them, in order to (1) tilt down the opponent’s side of board to earn point pieces and (2) end the game while ahead or equal in point pieces. At the beginning of the game, the leverage board is completely balances and level. As players move their pieces, the board becomes unbalanced but stays level – until a player gains enough leverage to make one end to drop and rest upon the table. Typically, the game is ended when one player has moved all pieces of his removing (uncaptured). Playing pieces into the opponent’s safety zone – the winner is the player who has removed the most Point Pieces. The outcome is not predetermined, skill is required and also chance. It to be considered as strategic game. (16) JUNIOR MONOPOLY According to Revenue:It is similar to monopoly. The aim of the game is to be the player with most money and game is played by rolling the dice. For a similar item, already decided by Hon’ble Supreme Court in Pleasantime Products Vs. CCE – 2009 (243) ELT 641 (SC) 39 According to Assessee:Toy - This game is different from Monopoly in the sense that the players are given no choice or decisions to make. The entire game is driven by the dice. The outcome is not predetermined. Clues are not given. There is no skill, only chance. Finding:We find that it is a similar to monopoly which the Hon’ble SC already decided as a game. The learned senior counsel submits that this is a game different from monopoly in the sense that the players are given no choice or decision to make. The entire game is driven by dice. It appears from the instruction of the game that roll the dice and move that number of steps. Follow any instruction on that step. Your chance card may say to take a ride and therefore there is a chance. There is a strategy hit insofar as when you peck “free ticket booth” chance card and have to replace the players ticket booth, choose the player who is farthest ahead in the game. Thus, it is like monopoly as decided by the Hon’ble SC against the Assessee, classifiable under Heading 95.04. (17) RALLY According to Revenue:It is a table game. The aim is to be the player who reaches the finish with the car. The game is played by putting the start and 40 finish cards on the table and by taking turns in throwing the dice to move the cars forward. It has elements of Chance/Luck, No fixed outcome, No clues. Thus, it merits to be considered as a game. According to Assessee:Toy – This is a reduced size model of a race cars. Conditions laid down by SC cannot be applied, since the case is not that it is a ‘puzzle’. Finding:The game rules show that the aim of the game is to be the first to reach the finish with your car. Take the Start / Finish card and the ‘turning point’ card from the card stack. The cards give the clues of picture of bull, geese, sheep etc. There is a chance but no skill. The player who is the first to arrive with his car on the way back to the “Start / Finish” is the winner. It is not sets comprising slot-racing motor cars with their track layout, having the character of competitive game as mentioned in HSN. It is predominantly a play thing, replica of car race, amusement of children cannot be considered as game. (18) DISNEY’S TALE SPIN:According to Revenue:It is a board game, also played by rolling the dice and moving the duck pawns in a clock wise direction as per the spaces shown in the game board. The winner is the one with most 41 cargo points cards. It has elements of chance and no fixed outcome. Thus, it merits to be considered as a game According to Assessee:Toy – In this game, the player must collect as many cargo points as possible. The points are collected by the player falling on certain spaces through turns of the dice, picking up cards. The outcome is not predetermined, since no one knows who will collect the most number of cargo points. There are no clues given. Since the game is only based on dice, there is no skill, only chance. Finding:The game instruction indicates the aim of the game is to collect the maximum number of cargo. HOW TO WIN – Each player must total up his or her Cargo Point cards. The player with the most cargo wins the game. There is no clue, outcome is not predetermined. But, it is predominantly a competition of collection of cargo point to win the game rather than amusement and fun and can be considered as game. (19) MOULD & PAINT According to Revenue:Plaster of Paris is put in the PVC mould to make different figures of fruit, vegetables, funny faces, nature, Disney. 42 HSN Note clearly refers that mould for mineral (Plastic of Paris etc.) in the making of a toy is classifiable under CSH 8480.10. Thus, it appears these products correctly classifiable under 8480.10 of CETA, 1985 According to Assessee:Toy – This is merely a set of paints and clay for modeling. The test cannot be applied to this product, as it is clearly a toy and not a game in any sense. Finding:It is seen from label of game box that it contained plaster, mould, paint, brush and magnets. It improves concentration and also increase creative skill. It appears from the product instruction that mix about 120 gms of plaster (about 15 teaspoons full) and 80 ml of water (about 1/3rd of a tea cup) and the packet of special additive to form a smooth paste without any lumps. Special additive is provided to make the moulded object strong. Pour the paste into the mould. Before the paste hardens, place a magnet on the mould. The magnet should be placed in such a manner that half of the magnet is immersed into the mould while the other half remains outside. Allow the paste to dry for a few hours, preferably under sunlight. Early removal may lead to the breakage of the moulded object. Carefully remove the hardened plaster from the mould. Colour the moulded object using the paint and brush 43 provided and unfurl your creativity. It is seen from the product literature that it would develop the creativity of the children by making different items of fruits and vegetables. It cannot be considered as game. Sub-Heading No. 8480.10 provides “Moulding boxes for metal foundry”. The “Mould & Paint” cannot be used for metal foundry. (C) TOY: REDUCED SIZE MODEL:Sub-heading 9503.00 of CETA, 1985 coveres “other toys”; reduced size (scale) models and similar recreational moulds”. Explanatory Note (B) of Heading No. 95.03 of HSN provides:“Reduced size (“scale”) recreational models. models and similar (20) GAMES OF GAMES According to Revenue:This is a classic Board Game which contain 14 games which are played as per some set rules. Point earned through each game played by the player are cause to movement of the Pawns to the squares. Appears to be classified Like Board games of ludo. Here the movement of Counter (Pun) is governed by the points earned while playing 14 games. Appears classifiable as Board game under CSH 9504.90 of CETA, 1985. It depends on movement of Pawns and movement of counter. It has elements of chance and no fixed outcome. It merits to be considered as a game. 44 According to Assessee:Toy; ‘reduced size model’ - This game contains various reduced sized models of real life games such as golf, snooker, skittles, etc. Players take turns to play each such game and the winner of most of the games wins the game. Conditions laid down by SC cannot be applied, since the case is not that it is a puzzle. This is an amalgam of various real life games, whose size is reduced to fit on a single board. This is a reduced size model falling under Heading 9503. Finding:It is a collection of 14 games, Skittles, Bowling, Snooker, Rink, Hoopla, Golf, Roulette, World Chain, Roped Fire, Spy with my eye, Game of numbers, Game 13, Score More. The winner who is the first to reach the finished square wins the game. It contains various games. This is an amalgam of various real life games. It is predominantly a play thing. Toys imitate in miniature the world familiar to children. This is reduced size models of various games and should be considered under S.H. 9503. (21) TRAVEL SNAKES & LADDERS According to Revenue:Similarly classifiable as Board Games of CSH 9504.90 of CETA, 1985. 45 According to Assessee:Toy – The objective is to get all one’s pieces to the opposite end by either moving one space, or jumping over another piece. The outcome is predetermined. Clues are not given. There is no skill, only chance Finding:Choose a starting player. Players take turn at moving one of their pegs. Pegs can be moved either:(a) by moving along a black line to an adjacent empty hole, or (b) by jumping over one peg at a time, along a black line, to an adjacent empty hole at the other side (you may jump over your own or opponents pegs). You may jump over more than one peg per turn provided there is an empty hole between each peg. The instruction of play of Travel Snakes & Ladders are similar to Ludo as stated above and also similar to Snakes & Ladders. Hence it is to be considered as game. (D) FOLLOWING ITEMS CLAIMED AS PUZZLE:In the case of Pleasantime Products (supra), the Hon’ble court examined the “Puzzle” as under:“11. The difference between a “game” and a “puzzle” is brought out by three distinct features, viz., outcome, cluechance and skill. In a puzzle outcome is pre-determined and fixed. It is not so in “Scrabble”. For example, in crossword, outcome is pre-determined or fixed. In a crossword puzzle, there is a grid of squares and blanks into which words crossing vertically or horizontally are written according to clues. [See: Encyclopaedia Britannica]. Similarly, a jigsaw puzzle is a contrivance for testing 46 ingenuity. In jigsaw puzzle there is a set of varied, irregularly shaped pieces, which when properly assembled form a map or picture. These are examples to demonstrate that in a puzzle the outcome is fixed or pre-determined which is not there in “Scrabble”. A person solving a puzzle, unlike games, does not aim at wining by scoring more points but aims at arriving at the solution by finding the correct answer or by putting it together properly, and winning or losing can only come by way of time taken in solving the puzzle. 12. The other important difference is that in a “Scrabble” there are no clues whereas in crossword puzzle, as stated above, words are written according to clues. 13. One more distinguishing feature to be kept in mind is, in “Scrabble” there is an element of chance and skill. The player in “.Scrabble” gets lettered tiles to create words by chance. According to The Concise Oxford English Dictionary, Tenth Edition, Revised, “Scrabble” is defined as a board game in which players use lettered tiles to create words in crossword fashion. These tiles are initially kept in a pouch from which every player picks up the tiles. This is pure matter of chance. Further, apart from the element of chance there is also an element of skill involved in “Scrabble”. (22) BEELINE According to Revenue:Board game of skilled chance appears classifiable under CH. SH 9504.90 and not under CH. SH 9503.00 as claimed by the assessee. Players take turns to place bees of a specific colour as per rules. If they cannot place, they will loose. It has elements of chance and no fixed outcome. Thus, it merits to be considered as a game. According to Assessee:Players take turns to place bees of a specified colour according to certain rules. When the player cannot place a bee under those rules, he looses the game. Outcome is predetermined. 47 Clues are given in the form of rules. Element of skill, no element of chance Finding:It appears from the game rules that the object of the game is to play your Bees in the honeycombs so that other player cannot plan their Bees in the honeycomb. The starter then places one of his or her Bees in any cell of the honeycomb. A Bee can be placed only in an empty cell. It is particularly aiming to win the game by maximum bees in honeycomb of the same colour. The outcome is not predetermined and no clue is given. There is also luck and chance. It requires skill in placing a bee in a cell. So it cannot be considered as puzzle. (23) DRAGSTER According to Revenue:HSN clearly mentions that sets comparing slot (hole) racing motor cars with their track layouts having the character of competitive games to be classifiable under CSH 9504.90. Therefore, Dragster appears classifiable under CSH 9504.90 1985. To be considered as a GAME. According to Assessee:Puzzle – This is a set of cars going through a course that can be set up like a jigsaw. Since the cars are mechanical toys, this is clearly classifiable under 9503. This is also a reduced size model. 48 Finding:The product literature indicates the great dragster race game of speed and skill. Each player controls a team of four racing cars. The winner is the player who succeeds in getting his team of four cars across the finishing line first. Both players race their cars at the same time. Players should steady the track by placing their left hands alongside the raised surface of their opponents track. Once the race has begun, a player may not touch his cars with his hand unless a car straddles a track or jumps lanes. In this case, the car must be returned to its starting position before that player continues. Note (9) of Heading No. 95.04 of HSN includes “sets comprising slot-racing motor cars with their track-layouts, having the character of competitive games”. The product literatures shows it is a competitive car racing in sets, would cover under Heading No. 95.04. (24) STRATEGO According to Revenue:The game is a board game played with pieces strategically to attack the flag of the opponent to win. The game is similar to strategy game like Chess. Instead of King, Queen Bishop Knight, Pawns etc. as in Chess, here pieces are called General, Colonel, Lieutenants. Appears classifiable under CSH 9504.90 of CETA, 1985 as HSN Note clearly specified Chess under CSH 49 9504.90. This strategic Board is similar to Chess. To be considered as a game, in view of its similarity to chess. According to Assessee:Puzzle – In this game, players advance their pieces to try and capture the enemies through various sets of maneuvers. This is in the nature of a ‘puzzle’. Outcome is predetermined. Clues are given. No element of chance, only skill. Finding:The product literature indicates the classic game of battlefield strategy insofar as plan for advance, challenge or opposition and capture the enemy flat. The object of the game is that stratego is a game where skillful planning, clever deception and good memory work are used to defeat your opponent. Every time you play, the battle is different. Your Marshal is your strongest man but vulnerable if not protected from the Spy. Your Scouts are weak but mobile and effective in discovering your enemy’s manpower. You need the skills of Miners to disarm enemy bombs, so don’t lose them all early in the battle. Plant your bombs skillfully. They will protect the most precious piece on the gameboard, your flag. You and your opponent alternate turns. The red player moves first. On your turn you can do one of the following: Move – one of your playing pieces to an open adjacent space - or Attack – one of your opponent’s playing 50 pieces. It is akin to chess game and would cover under SH 9504. (25) PICTIONARY According to Revenue:It is also a Board game and the object of the game is to identify through sketched clues as many as necessary to advance the playing pieces to the finishing square in the game board and correctly identify the final word. No literature. Element of skill and chance. According to Assessee:Puzzle - In this game, clues are given via drawings by a player to his teammates so that they may guess what he is drawing. Outcome is predetermined. Clues are given. No chance only skill. Finding:The object of the play is to identify through sketched clues as many words as necessary to advance to the finish square and correctly identify the final words. 496 words cards would give the clue as under:P O A D AP Person/Place/Animal (or related characteristics) Object (things that can be touched or seen) Action (things that can be performed; events) Difficult (challenging words) All Play (this can be any type of word) Place the timer and card boxes so that all players have access to them. Divide equally into teams of two to four. Provide each 51 team with pad, pencil, category card and playing piece. Place the playing pieces on the start square on the board. Each team selects a picturist, one who will sketch clues for the first word. Roll the die to determine the order of play. The highest roller starts. There is chance/luck to create words, a board game. It is akin to Scrabble covered under SH 95.04. (26) GO TO THE HEAD OF THE CLASS According to the Revenue:It is also a board game and the aim of the game is to move the squares in the board with test of the general knowledge through question and answers. No literature. Element of skill & chance. According to Assessee:Puzzle - In this game, players are asked general knowledge questions that they must answer in order to get ahead to the next class. The outcome is predetermined. There are clues given. There is no chance, only skill Finding:The product literature indicates the Fun Family Quiz Game with over 1000 Brain-Testing Questions. The object of the game is to answer questions correctly, and be first to reach the diploma at the head of the Final Exam classroom. The class rooms: There are 8 class rooms on the game board. Each class room “teaches” a different subject: Language, History etc. To move ahead, a player must answer questions 52 correctly in the subject ‘taught’ in the classroom he or she currently occupies. The Desks: Each desk on the game board represents a game space. Players move ahead desk by desk, counting each desk as a space. The dots and arrows connect the desks and classrooms to form a path, which begins in the Language classroom and ends at the diploma just beyond the Final Exam classroom. We have seen that the game instruction contained Quiz Book on different subjects, such as, Language, Science, Art & Music, Mathematics, History, Literature, Geography,. The players are solving the questions predominantly to arrive at the solution by finding correct answer from the Quiz Book and therefore it should be considered as educational toy rather than Puzzle. 8. After examining each of the 26 items as above, as per tests enunciated by the Hon’ble Supreme Court in the case of Pleasantime Products (supra), Chapter 95 of the CETA, 1985, HSN Notes and product literature and instruction of each item, we are in a considered view that the following items should be classified under 95.03:1. 2. 3. 4. 5. 6. 7. 8. 9. 10. City Games (Paris) City Games (London) City Games (USA) City Games (India) Match & Move Memory Chip N Dale Duck Tale Disney Fox & Geese Rally Games of Games 53 11. 12. Go To The Head of the Class Mould & Paint 9. All other items except mentioned in para 8 would be considered as GAMES and covered under Heading 95.04. In view of the above discussions, we modify the impugned orders insofar as the Assessee is required to pay the duty along with interest for all the items in dispute except the items as mentioned in paragraph 8 as above under Heading 9504.00. The Hon’ble Supreme Court directed that the demand of duty should be restricted for the normal period of limitation under Section 11A of the Central Excise Act, 1944. 10. Regarding the imposition of penalty, we find that the assessee declared all the items in their Declaration under Rule 173B of erstwhile Central Excise Rules, 1944 and it is a case of classification dispute and no penal provision should be invoked. Therefore, no penalty is sustainable on the Assessee and its Manager Shri S.K. Padhi. Accordingly, the penalty imposed on the Assessee and its Manager are set aside. 11. In view of the above discussion, both the appeals filed by the Revenue and Assessee are disposed of in the above terms. The appeal filed by Shri S.K. Padhi is allowed. (Pronounced in open court on _________) (Mathew John) Technical Member (P.K. Das) Judicial Member 54 Per Mathew John 12. I have considered the order recorded by my Ld. Brother, the arguments during hearing and also the case records especially the product literature for each item and the rules of each game. Since I am not in agreement with the finding given by Ld. Brother in matter of classification of 4 items as recorded by Ld. Brother out of the 26 items in dispute, I am recording this separate order. Even in the case of other items, I would like to record my findings separately because the reasoning being adopted is not fully concurrent. 13. Out of the 12 items for which my Ld. Brother has given a finding in favour of classification under 95.03, I am not agreeing with the classification in the case of the following disputed items:(i) ChipN Dale (ii) Duck Tale Disney (iii) Fox and geese (iv) Rally 14. In the case the above four items, I hold that the items are classifiable under heading 9504.90. In the case of the other items, I agree with the classification under heading 9503.00 as held by my Ld. Brother though I differ slightly in findings given and I am stating those. 15. The history of these appeals and the directions given by the Hon. Apex Court has been recorded by my Ld. Brother and I do not repeat the same. Before proceeding with my finding, firstly I note that all these items are marketed by the appellants as “Games” as seen from the packing. However, this fact cannot be the sole criterion 55 in coming to the conclusion that all the 26 items are games classifiable under heading 95.04 having regard to the fact that the Hon. Apex Court has given specific directions as to how the issue is to be examined in this de-novo proceeding. 16. I also note that the Apex Court in an order dated 12-11-2009 in the case of appellant, made the observation that for deciding the classification, the age of the players of the game cannot be a criterion. Though this observation is not seen in the re-dictated order dated 25-01-2010, this view of the Hon. Apex Court has to be borne in mind while deciding the merits of the classification of items presently under dispute. 17. Before proceeding further, I want to observe that the contest regarding classification of “Snakes and Ladders” given up by the appellant is not merely a matter of a concession given by appellant as argued by the Ld. Senior Advocate. The classification agreed to by the appellant is what is prescribed by HSN notes. I note that HSN notes clearly mention that Boards and Pieces (chessmen, draughtsmen, etc.) for games of chess draughts, dominoes, mahjong, halma, ludo, snakes and ladders etc are specifically stated to be covered under heading 95.04 The appellant did not contest the classification of “Monopoly” and most of the items now under dispute have the essential nature of “Monopoly” and other games like Draughts, Snakes and Ladders etc. The rules of the games have been discussed briefly in the order recorded by my brother. It is to be noted that the game “Snakes and Ladders” is played by children and for amusement because it is a game of just chance. Still this item is 56 classified under heading 95.04 under HSN. So to hold that the argument items involving amusement or those played by children will fall under heading 95.03 is not consistent with HSN notes. The argument that heading 95.04 covers only games played in Casinos or in similar parlours also is not consistent with HSN notes which seeks to classify Snakes and Ladders, Chess, Draughts etc in heading 95.04. Any way the present proceedings is to decide the classification based on guidelines issued by the Hon Apex Court after hearing both sides in this dispute. 18. At this stage, I would like to first record with the finding that the item “Mould and Paint” is in the nature of a building substance to make objects looking like fruits and vegetables and hence cannot be classified as “Game”. This cannot be classified under chapter 84 as claimed by Revenue and I agree with the finding of my Ld. Brother. 19. The appellant has in the case of few items contested that outcome of certain games (like Pay Day, Hotel etc) are predetermined and in certain games (like Bee Line, Stratego) clues are given. I am not able to agree with these contentions. For this I state my understanding of what is meant by a pre-determined outcome. Puzzles like in the case of a cross-word, su do ko or a Rubic Cube, the outcome for solving the puzzle is pre-determined and there is only one solution. It is in such a situation that it can be considered to be a case involving pre-determined outcome. In a game where the winner is decided by a rule that the winner has to reach a specified place in a board,or get higher points or similar criteria, following rules of the game, it cannot a case of pre-determined outcome. Actually this issue 57 is relevant only in cases where the appellant is claiming the item to be a puzzle that is only in respect of 5 items. However since there is a claim in other cases also that the outcome is pre-determined I am giving my finding on the issue. My finding is that in none of the items outcome is pre-determined. 20. Secondly rules of a board game cannot considered as “clues” because any game has to be played according to rules. A clue exists in the case of a cross-word puzzle. No clue exists in the case of su do ko (This is mentioned only as an example and this is not an item in dispute), because su do ko is played just by rules regarding the numbers which should be there in the nine boxes in each row and in each column and in each of the nine blocks. In the case of a jigsaw, wherein a picture to be built using different pieces, the final picture that has to emerge acts as a clue. Based on understanding of clue as explained above there is no clue givenin any of the 26 items. There can be a slight doubt in the case of the item “Pictionary”. In the case of Pictionary a member of a team tries to give clues to another member regarding the word to be deciphered using his drawing skill. This is game like the popular dumb shararat (or what is the good word?) except that clue is given by drawing and not by action. This game involves giving clues by drawingwhich another person of the same team can understand. The skill of the first person in drawing and the skill of the other person in understanding the drawing are at test.This is not a case where clues are given as part of the rules of game. So I consider that in this case also there is no clue involved.However this issue whether clues are given in the game is 58 relevant only for 5 items (out of which Pictionary is one item), where the appellant is claim the items to be puzzles. 21. Going by the above understanding it can be seen that none of the 26 of items including Pictionary passes the test of puzzle laid down by the Apex court in Pleasantime Products Vs. CCE-2009 (243) ELT 641 (SC) (para 13) for considering the item to be a puzzle.This judgement is referred to as “the judgement” hereinafter. My finding with reference to each of the twenty six items in the matter of criteria for deciding whether an item is a puzzle is tabulated below: S. No Whether outcome is predetermined Whether clues are provided Whether chance plays a role Whether Skill/knowledge plays a role No No Yes No No No Yes No No No Yes No No No Yes No No No No Yes 5 Item City of Games (Paris) City of Games (London) Games of States (USA) Games of states (India) Match An Move Memory 6 Pay Day No No Yes Yes 7 Hotel No No Yes Yes 8 Chips N Dale No No Yes Yes 9 Disney Sorry No No Yes Yes 10 Duck Tales Disney No No Yes Yes 11 Fox and Geese No No No Yes 12 Leverage No No No Yes 13 No No Yes Yes No No Yes Yes 15 Travel Ludo Travel Chinese Checkers Travel Chess and Draughts No No Yes Yes 16 Junior Monopoly No No Yes Yes 17 Rally No No Yes Yes 1 2 3 4 14 59 18 Disney's tale Spin No No Yes Yes 19 Mould and Paint No No No 20 No No 21 Games of Games Travel Snake and ladders No Depends on the game chosen to be palyed No No Yes No 22 Beeline No No No Yes 23 Dragster No No No Yes 24 Stratego No No No Yes 25 Pictionary Go to the head of Class No No No Yes No No Yes Yes 26 22. Yes Now the question is to be decided is whether each of the items can be considered as a game or a toy. The criteria for these are given in paras 18, 19 and 20 of the judgement. Para 18 of the judgement reads as under: 18. The word “game” in commercial sense means an article or apparatus used in playing games. According to Words and Phrases, Permanent Edition, the word “game” also defines, in certain context, instrumentalities used in playing them. According to Stroud’s Judicial Dictionary, a “game” is a form of a play or sport especially a competitive one, played according to rules and decided by skill and chance. According to Words and Phrases, Permanent Edition, the instruments by which chance may be developed and upon which skill may be exercised are also games - such as cards, dice, balls, figures, letters, checks etc. Therefore in a game there is a trial of skill or chance between two or more contesting parties according to some rule(s) by which one may succeed or fail. It is a contest for success, for a trial of chance or skill and it embraces every contrivance which has for its object sport, recreation or amusement. These are the various dictionary meanings of the word “game”. Applying the dictionary meaning, we are of the view that “Scrabble” is a board game. It is not a puzzle. In the circumstances, it falls under Heading 95.04 and not under sub-heading 9503.00 of the CETA. 23. All the items except “Mould & Paint” and out of the 26 items satisfy the criteria of trial of skill or chance between two or more contesting parties according to some rules by which one may succeed or fail. As observed by the Apex Court a game is a contest for success, for trial of chance or skill and it embraces every contrivance 60 which has its object as sport, recreation or amusement. So a game cannot be classified as toy because there is some amusement in playing it. So the argument of the appellant that the test laid down by Apex Court cannot be applied is not correct for any item as far as classification as game is concerned. Such contention can arise when the appellant wants to contest that the item is to be classified as toy and tests in para 19 0r 20 of the judgement are to be applied. 24. The Apex Court recorded in the judgement that there may be cases where a Game can have the nature of “Educational Toy” and explained the scope of theword “Toy” and “Educational Toy” in para 19, 20 and 21 as under: “19. In the alternative, it is the case of the assessee that they are also selling what is called as “Junior Scrabble” which is an educational toy which falls in subheading 9503.00 of the CETA under the expression “Other Toys”. It is submitted that “Junior Scrabble” has an element of playfulness and recreation. It is submitted that it is not a process but an article a child can play and develop his word power with the scrabble. It is submitted that “Junior Scrabble” is a pictorial dictionary and in it every child has to put the character and arch after identifying it. We find no merit in this contention. At the outset, it may be stated that according to the pleadings “Scrabble” is a toy in the nature of a puzzle. This plea indicates that even according to the appellant it is a “toy puzzle” and consequently it can only fall in the category of “puzzles of all kinds”. However, as stated above, “Scrabble” (a branded word game) is not a puzzle as in “Scrabble” there is no fixed outcome, there is no clue as in the case of a puzzle and there is an element of skill and chance. 20. According to “The Concise Oxford English Dictionary, Tenth Edition”, a “toy” is an object for a child to play with, typically a model or miniature, replica of something. The gadget or a machine providing amusement is a toy. In 1914 even a car was a toy for a rich man. According to Stroud’s Judicial Dictionary, Fifth Edition, construction kits for making model are “toys and games”. According to Encyclopaedia Americana originally a “toy” was made for adults rather than children, however, by 19th century the word came to denote a child’s play-thing. According to Encyclopaedia Americana toys are tools of the human child, training him in physical skills, developing his imagination and stimulating his thinking. Predominantly, it is a play-thing. Toys imitate in miniature the world familiar to children. According to Encyclopaedia Americana, “educational toys” includes kits for building structures such as bridges and geodesic domes. Miniature railways on tracks are educational toys. However, with the change in educational methods in the 20th century the pattern of toys has undergone a change. Advance thinking in child welfare has influenced the shape of toys and special standards of safety and hygiene are enforced today. Kindergarten methods 61 have influenced the pattern of toys and introduced building blocks and constructor sets, colour mosaics and educational jigsaws into the definition of the expression “educational toys”. However, in 20th century also soft toys remain popular like “teddy bear”. In 20th century vinyl plastic and foam rubber has revolutionized the toy industry and has communal toys - climbing frames, splash pools and sand trays. 21. Thus, going by the dictionary meanings of the word “educational toy” one finds that “educational toys” remain even today tools of amusement. They remain an object for a child to play with. One needs to apply the predominant test in such cases. Applying these tests, we are of the view that even a “Junior Scrabble” will not fall in the category of “educational toys”. As stated earlier, the two main elements of “Scrabble” are - chance and skill. These elements are absent in a toy. Hence even a “Junior Scrabble” is not an educational toy. It is a game. It remains a board game and in the context of the placement of the entries in Chapter 95 which we have discussed above, in our view, even “Junior Scrabble” will come under Chapter Heading 95.04 of the CETA.” 25. Thus the Apex Court has laid down the following tests to be satisfied for classification as “toy”:(i) Is it a model or miniature or replica of something? (ii) Is it a tool for training a child in physical skills, developing his imagination and stimulating his thinking? (iii) Is it a kit for building structures? (iv) Is it an item like building structure blocks, constructor sets, colour mosaics and educational jigsaws? (v) Is it a communal toy like climbing frames, slash pools and sand trays? 26. After considering the literature of the product “Mould and Paint”, I have come to the conclusion that it satisfies test at (ii) above. Item “Match and Move Memory Game” can be considered to be predominantly for the purpose of improving the memory skills and hence satisfying test at (ii). The fact that as per the product literature this game can be played by one child by himself without involving a competitor has also persuaded me to come to this conclusion. Item “Game of Games” satisfies criteria at (i) above because the board 62 that is used looks like a miniature golf course. The Board also provides a miniature version of Snooker, Hooplah is taken into account for coming to this conclusion though there are other games which can be played using the Board and material provided which games are purely in the nature of game with characteristics as described in para 18 of the judgement. Thus I am agreeing with the final outcome as recorded by my Ld. Brother for these items though the reasoning is somewhat different. . There is similar claim in respect of Travel Ludo, Travel Chinese Checkers and Travel Snakes and Ladders. However these are just boards suitable for playing the concerned game during Travel with no change in essential nature of the game played with respective names. This cannot be considered as miniature of the respective game board and considered to be reduced sized models. So I agree with the finding of my Ld. Brother that these are games classifiable under 95.04.90. 27. Now I would like to examine other items which have educational value and it will fall under the category of educational toy. The items I propose to cover are 1) City of Games (Paris), 2) City of Games (London), 3) City of Games (USA) and (4) City of Games (India). The first two games teach children about places which have historical or other importance in the two cities. In the case the latter two products it teaches about places and its produce of USA or India as the case may be. The predominant nature of the games is educative in nature. The Apex Court has ruled that educational jigsaws merit classification as “educational toy” as per the guideline in para 21 of the order of the Apex Court in Pleasantime Product 63 (Supra). In this context I looked up the website http://www.jigsaw.org/overview.htm and saw the following write up about jigsaw class room “Overview of the Technique The jigsaw classroom is a cooperative learning technique with a three-decade track record of successfully reducing racial conflict and increasing positive educational outcomes. Just as in a jigsaw puzzle, each piece--each student's part--is essential for the completion and full understanding of the final product. If each student's part is essential, then each student is essential; and that is precisely what makes this strategy so effective. Here is how it works: The students in a history class, for example, are divided into small groups of five or six students each. Suppose their task is to learn about World War II. In one jigsaw group, Sara is responsible for researching Hitler's rise to power in pre-war Germany. Another member of the group, Steven, is assigned to cover concentration camps; Pedro is assigned Britain's role in the war; Melody is to research the contribution of the Soviet Union; Tyrone will handle Japan's entry into the war; Clara will read about the development of the atom bomb. Eventually each student will come back to her or his jigsaw group and will try to present a well-organized report to the group. The situation is specifically structured so that the only access any member has to the other five assignments is by listening closely to the report of the person reciting. Thus, if Tyrone doesn't like Pedro, or if he thinks Sara is a nerd and tunes her out or makes fun of her, he cannot possibly do well on the test that follows. To increase the chances that each report will be accurate, the students doing the research do not immediately take it back to their jigsaw group. Instead, they meet first with students who have the identical assignment (one from each jigsaw group). For example, students assigned to the atom bomb topic meet as a team of specialists, gathering information, becoming experts on their topic, and rehearsing their presentations. We call this the "expert" group. It is particularly useful for students who might have initial difficulty learning or organizing their part of the assignment, for it allows them to hear and rehearse with other "experts." Once each presenter is up to speed, the jigsaw groups reconvene in their initial heterogeneous configuration. The atom bomb expert in each group teaches the other group members about the development of the atom bomb. 64 Each student in each group educates the whole group about her or his specialty. Students are then tested on what they have learned about World War II from their fellow group member. What is the benefit of the jigsaw classroom? First and foremost, it is a remarkably efficient way to learn the material. But even more important, the jigsaw process encourages listening, engagement, and empathy by giving each member of the group an essential part to play in the academic activity. Group members must work together as a team to accomplish a common goal; each person depends on all the others. No student can succeed completely unless everyone works well together as a team. This "cooperation by design" facilitates interaction among all students in the class, leading them to value each other as contributors to their common task.” 28. In the context of such changing methods of education which have been taken note of by the Hon Apex Court also in para 20 of the judgementthe four items mentioned above are to be classified as educational toys. So I agree with the finding given by my Ld. Brother on these items. 29. Another item which can answer this test is the item by name “Go to the Head of Class”. In this case the essential part of winning the game is to give answers to specified questions under various branches of knowledge. This game works almost like a quiz competition. So it has an educational value and it is pre-dominant. Though this is claimed to be puzzle by the appellant for the sake of achieving a common thread of logic I agree with the finding of my Ld. Brother that this item should be considered as an educational toy under heading 95.03. 30. Now let me state why I am not able to agree with finding of my Ld. Brother in four cases. Let me take these cases one by one. 30.1 Chip N Dale 65 The product literature of this item is reproduced below: “CONTENTS: Gameboard, die, 4 pawns, 4 pawn stands, 24 Machine Part cards, 1 Model Machine, 12 Zipper tokens. OUR STORY: Chip 'n Dale's enemy, Professor Nimnul has used his evil genius to build a machine which can control the minds of children everywhere. Luckily, the Rescue Rangers can make a magic machine from everyday household objects to block the rays from the Professor's machine, Can you help them? OBJECT Be the first to build your own Magic Machine. THE FIRST TIME YOU PLAY 1. Carefully punch out the pawns. Machine Part cards, Model machine and Zipper tokens from the cardboard platform. 2. Fold each pawn along the fold line. Fold the small flap inside and fit each pawn into a plastic stand. SET UP 1. Choose a pawn and place it on the STOP! PICK UP 1 PART corner space closest to you on the game board. All players do the same, with one pawn per space. Place any unused pawns out of the game 2. Shuffle the 24 Machine part cards and divide them into 4 even piles of 6 cards each. Place each pile faceup on an orange rectangle. 3. Take 3 Zipper tokens and place them faceup in front of you. All players do the same Place any unused tokens out of play. 4. Each player rolls the die. Highest roller goes first. Play continues to the left. GAME PLAY WHAT TO DO ON YOUR TURN Roll the die and move your pawn the number of spaces shown on the die. Always move your pawn clockwise around the gameboard. More than 1 pawn may share the same space. Follow the directions, if any, on the space you land on. Your turn is then over. Zipper Tokens Zipper tokens help you move farther by adding to your die roll. Each Zipper token you use adds 1 to your roll. To use a Zipper token, turn it facedown after you roll. You may use as many of your tokens as you wish, but only those which are faceup. For example, if you roll a 1, you may use 2 Zipper tokens to move 3 spaces. GAMEBOARD SPACES If you land on this space by exact count and you have any Zipper tokens turned facedown, you may turn one of them faceup again. If al your Zipper tokens are faceup, do nothing. Your turn is over. If you land on this space by exact count, you may trade places on the gameboard with any other player. Just swap spaces with the chosen pawn and follow the directions, if any, on that space. Your turn is over. If you land on this space by exact count, move to any STOP! PICK UP 1 PART space. Follow the directions for landing on that space. Your turn is over. If you land on this space by exact count, take 1 Machine Part card from any player. If no players have Machine Part cards, do nothing. Your turn is over. 66 If you land on the Professor Nimnul space by exact count, you must place 1 of your Machine Part cards back on any orange rectangle. If you have no Machine Part cards, do nothing. Your turn is over. This space is WILD! Your may use it to change paths, as shown in Figure 1. As you pass through the WILD space, continue moving in the direction of the arrow. FIGURE 1 You rolled a 5, You may use the WILD space to change paths instead of continuing on the path of gray line. If you are able to land on the WILD space by exact count, move your pawn to any space on the gameboard and follow the directions on that space. Your turn is over. You must always stop on this space, even if you still have moves left on your die roll. Take the Machine Part card from the top of the pile next to that space (even if you don't need it) and place it faceup in front of you. If there are no cards left on that space, do nothing. Your turn is over. See Building Your Machine. Danger! Zap spaces!. You must count these spaces on your die roll but you may never land on them. To avoid them, see the rules below. You must always stop on this space. On your next turn, you must roll 1 3 or a 6 to cross the Zap spaces. If you don't roll a 3 or a 6, you must wait and try again on your next turn. If you have Zipper tokens that are faceup. You may add 1 or more of them to your roll by turning them facedown) to make it a 3 or a 6 You must roll a 3 or more to cross the Zap spaces. If you do not roll a 3 or more, you must wait and try again on your next turn. If you have Zipper tokens that are faceup, you may add 1 or more of them to your die roll to make it a 3 or more. Building Your machine In order to win the game, you must be the first player to building a Magic Machine. Your machine will be made up of 6 Machine Part cards. To see that your finished machine will look like, take a look at the black and white Model Machine from the cardboard platform.” Notice the 2 cards marked "A" and "B" on the Model machine. The Machine parts on these cards must be the same color in order for you to use them in your machine. For example, if the part on card "" is red, then the part on card "B" must also be red. Cards "E" and "F" must also match by color, but they do not have to be the same color as "A" and "B". In other words, "A" and "B" can be red, while "E" and "F" can be blue. Cards "C" and "D" are the same colors for all machines and therefore do not have to match any other cards. NOTE: If you find yourself with extra Machine Part cards, hang on to them!. They'll come in handy when you land on a Professor Nimnul space or when an opponent lands on a STEAL space!. WINING THE GAME The first player to complete a Magic machine with 6 cards wins the game!. The back ground story given is of no significance in playing the game or winning it. For winning this game the winner has to collect six pieces satisfying certain rules. This game has no educational value 67 but is a competition based on chance and skill. This is just in the nature of the game of Monopoly. It has more competitive element than snake and ladder. It does not satisfy any of the criteria laid down by the Apex Court for toys. 30.2 Duck Tales Disney The product literature of this item is reproduced below: “CONTENTS :Gameboard, 7 Playing pieces with plastic stands, 1 Spinner, 4 Treasure tokens, 8 Wild Cards Uncle Scrooge and his nephews are after a tropical island treasure. Big Time Beagle, Magica De Spell and Flintheart Glomgold are after them! Can they escape to the helicopter with the gold? OBJECT To be the first player to reach the FINISH Space with a Treasure token. SETUP 1. Carefully punch out the spinner and its 2 bases from the cardboard platform. Assemble spinner as shown in Figure 1. 2. Carefully punch out the 7 playing pieces. Fold each one on the 'old line, then fit it into a stand. Use black stands for the 3 "Bad Guy' playing pieces: MagciaDe Spell, Flintheart and Big Time Beagle. Use coloured stands for Uncle Scrooge. Huey Dewey and Louie. 3. Choose your playing piece - Scrooge, Huey, Dewey or Louie- and place it on the Start Arrow. All players do the same. Place any extra playing pieces out of the game. 4. Place the 3 Bad Guy playing pieces on their Hiding Spaces (their matching gameboard circles) NOTE: No player "owns" the Bad Guys. Different players will move them on certain turns. 5. Carefully punch out the 4 Treasure tokens and 8 Wild Cards. Stack one token for each player on the gameboard Treasure Space. Deal 2 Wild Cards faceup to each player. Place any extra tokens and Wild Cards out of the game. 6. Each player spins the spinner. The player who spins highest goes first. Play continues to the left. GAME PLAY On your turn, spin the spinner and move your playing piece the number of path spaces shown on the spinner. *If the spinner arrow points to 1,5 or 6, your turn is over (after you move your playing piece. 68 *If the spinner arrow points to 2, 3 or 4, move the Bad Guy pictured on that spinner space the same number of path spaces that you moved your playing piece. Your turn is over. Always move your playing piece before moving a Bad Guy. MOVING YOUR PLAYING PIECE Al first, players should move their playing pieces toward the Treasure Space, to collect their tokens (see COLLECTING A TREASURE TOKEN). After collecting a token, each player makes a dash for the FINISH Space! Move your playing piece as follows: You can move in any direction along the path - but never move onto the same space twice on one turn. You may pass other players' playing pieces as you move,if you end your move on a space occupied by another player's playing piece, move your playing piece to the next open space. If you land on or pass a Bad Guy. you get captured! See CAPTURING. MOVING A BAD GUY Usually.you'll want to move a Bed Guy toward an opponent's playing piece to capture it-or away from your own playing piece, to avoid getting captured. Move Bad Guys as follows: To move a Bad Guy onto the path from its Hiding Space, take either of the 2 paths the arrows point to. A Bad Guy can pass another Bad Guy as it moves. If a Bad Guy ends its move on a space occupied by another Bad Guy. It must move to the next open space. "If a Bad Guy lands on or passes a playing piece, it captures the playing piece! See CAPTURING, below. SHORTCUTS Playing pieces and Bad Guys may both use any log or bridge as a shortcut. To use a shortcut, move from the space on one side of the log or bridge, directly to the space on the other side. Do not count the log or bridge as a space. CAPTURING A Bad Guy can capture a playing piece in 2 ways: 1) When a Bad Guy lands on or passes a playing piece. 2) When a playing piece lands on or passes a Bad Guy. If your playing piece gets captured, move it immediately to the capturing Bad Guy's Hiding Space. Any number of playing pieces can share a Hiding Space 69 On your next turn.spin as usual. then take either of the 2 paths the arrows point to. COLLECTING A TREASURE TOKEN You must collect a Treasure token before reaching the FINISH space. Collect your token when you land on or pass the Treasure Space. Then continue moving if you have any spaces left. If your playing piece gets captured on the Treasure Space Collect your token before moving to the Bad Guy's Hiding Space. WILD CARDS AND WILD CARD SPACES Wild Cards: These cards let you move any Bad Guy you choose on your turn, no matter what you spin. Use a Wild Card as follows: 1. At the beginning of your turn, announce that you're using a Wild Card, and flip the card facedown. Then announce which Bad Guy you're doing to move 2. Spin the spinner and move your playing piece as usual. 3. Now move your chosen Bad Guy the same number of spaces. If the spinner arrow points to a different Bad Guy, don't move it-move only the Bad Guy you chose to move. You can never have more than two Wild Cards. A facedown Wild Card can't be used again –unless you land on or pass a Wild Card Space! Wild Card Spaces: Whenever you land on or pass a Wild Card Space. Flip one of your facedown Wild Cards faceup. You may use this card again! THE SAFE AREA The five violet spaces near the FINISH Space are Safe Spaces. Bad Guys aren't allowed on Safe Spaces-so once you reach area, you can't be captured! HOW TO WIN To be the first player to reach the FINISH Space (not necessarily by exact count) with a Treasure token, and you win the game!” This game is essentially like snake and ladder except that in snake and ladder the player can do nothing to avoid a snake which takesthe away from the final winning position. Here in this game the Bad Guy has the role of a snake. But player has some limited options by which he can avoid a BAD guy. There is no reason why the classification of this item should be different from that of “Snakes and Ladders”.It does not satisfy any of the criteria laid down by the Apex Court for toys. 70 30.3 Fox and Geese. The product literature of this item is reproduced below: “Contents : Game Board 13 Geese Tokens 1 fox token No. of players: 2 One player plays for all 13 Geese One player plays for the fox Aim of the Game: For the player playing for the Geese, the aim is to try and catch the fox or occupy all 9 "Home points of the fox. For the player playing for the fox, the aim is to try to capture as many, geese as possible so that not enough geese are left on the board to be able to capture the fox. Game play : Place the Geese and Fox in position as shown in the figure and decide which player will play for the fox and which player for the geese. The player who is playing for the Geese moves during his turn along a line - either forward or sideways to a vacant adjacent point. The geese cannot move diagonally or back-wards. The player who is playing for the fox, moves during his turn to an adjacent vacant point either forward, backward, .sideways or diagonally. The fox can catch the goose by jumping in a straight line over the goose to the next unoccupied point. In this case, the goose jumped over by the fox will be removed from the board. The fox has to try to catch as many geese as possible in one go. The fox also cannot jump over two consecutive or more geese in one go. Winner The Geese win if they : a) Capture the fox completely i.e. making any move impossible for the fox. b) Occupy all nine "home points" of the fox. The Fox wins if he captures as many geese so that not enough geese are left to be captured by the fox anymore.” This game is in the nature of Draughts or Chess and more like draughts than Chess because Chess is much more complicated. In the game of Fox and Geese one side has one Fox to play with and the opposite side has 13 Geese to play with. The movement rules for both the pieces are different and the criteria for success or failure for 71 the two sides are different. The side playing Fox wins if the Fox captures all the Geese following rules of movement of the game. The side playing Geese wins if the Geese are able to occupy all the nine home points of Fox or in a situation where any next move is impossible for the Fox according to the rules for movement allowed to Fox. So this game is likeDraughts but much less complicated than Chess but essentially of the same nature. This cannot classified on the basis of argument that it is a game where children get amusement when Fox captures Geese. So I am not able to agree with the finding that it is a toy for amusement as distinct from Draughts or Chess. It does not satisfy any of the criteria laid down by the Apex Court for toys. 30.4 Rally The product literature of this item is reproduced below: “Contents : 24 Road Cards 4 cars 1 dice Aim of the Game : To be the first to reach the finish with your car. Preparations : 1. Take the Start / Finish' card and the "turning point" card from the card tack. ('Start Finish' card is the card showing the traffic signal. "Turning Point" card is the card showing the direction to take a U turn) 2. Shuffle the remaining cards. Make a pile and put the pile face upwards on the table. Put the 'turning point' card at the bottom of the pile. 3. Put the 'Start / Finish' card at the centre of the table and put the cars on top of it. 4. Take turns in throwing the dice. The one who throws the highest starts first - Move clockwise. Game Play : 1) The first player will have to take a card from the top of the pile and place it next to the Start / Finish card. 2) The next players on their turn may, 72 a) take the upper card from the pile, put it next to the card which was laid out last so that a route can be built up starting from the Start / Finish card. OR b) throw the dice and move the car towards as many compartments as thrown by the dice. 3) If you throw that many points that you go beyond the last card laid out, then you skip your turn and stay put where you are. 4) You always have to connect the card drawn from the pile to the card which was laid down last. 5) If you land on one of the compartments of the a) "bull" card (ie. the card with the picture of the bull on it); move forward the same number of positions by which you landed. b) "hay-wagon" card (i.e. the card with the picture of the hay-wagon on it); nobody is allowed to pass you as long as you have not passed the haywagon card. Pay attention !only one car is allowed to stand on each and every compartment of this card. c) "Geese" or "Sheep" card (ie. the card with the picture of geese or sheep on it); You have to skip one turn. 6) As soon as the "turning point" card which is the last card of the route has been laid down on the table, you turn with your car around the turning point and follow the way back to the Start / Finish card. The Winner The player who is the first to arrive with his car on the way back to the "Start / 'Finish" card is the WINNER.” This is a game just like Snakes and Ladders the major difference being that the game is played with a toy car of very small size to take the role of a peg in the case of Snakes and Ladders. This game is classifiable along with Snakes and Ladders which is specifically mentioned in HSN. It does not satisfy any of the criteria laid down by the Apex Court for toys. 31. In the case of 14 items listed below I am agreeing with the finding of the Ld. Brother that the following items are Games under heading 95.04. S. No. Items 1 Pay Day 73 2 Hotel 3 Travel Ludo 4 Travel Chinese Checkers 5 Travel Chess & Draughts 6 Disney Sorry 7 Leverage 8 Junior Monopoly 9 Disney Talespin 10 Travel Snake and Ladders 11 Beeline 12 Dragster 13 Stratego 14 Pictionary 32. While coming to the above view I have gone through the product literature and the Rules of the game and the rule to determine winner for each game and found it to satisfy the criteria laid down by the Hon Apex Court in para 18 of the judgement. The details of such rules of each game are briefly indicated in the order recorded by Ld. Brother. I am not reproducing it because it only will make this order bulkier without throwing any additional information. 33. Further I agree with the finding of the Ld. Brother that the following items are classifiable as toys in heading 95.03. S.No. Heading 9503 1 City of Games (Paris) 2 City of Games (London) 3 Games of States (USA) 4 Games of States (India) 5 Match & Move Memory 74 6 Mould & Paints 7 Game of Games 8 Go to the Head of Class 34. As already recorded, in the following 4 items, there is a difference of opinion with Member (Judicial) holding that these items are classifiable under Heading 9503 while I am of the view that the said four items are classifiable under Heading 9504.90 S. No. Item 1 Chip N Dale 2 Duck Tale Disney 3 Fox and Geese 4 Rally (MATHEW JOHN) TECHNICAL MEMBER 35. We, therefore, formulate the following questions of difference of opinion for resolving the same by a third Member. POINTS OF DIFFERENCE a) Whether the products (a) Chip N Dale, (b) Duck Tale Disney, (c) Fox and Geese and (d) Rally are classifiable under heading 9503.00 as held by Judicial Member (OR) b) Whether the products (a) Chip N Dale, (b) Duck Tale Disney, (c) Fox and Geese and (d) Rally are classifiable under heading 9504.90 as held by Technical Member. (Pronounced in court on 10.2.2014) 75 (MATHEW JOHN) TECHNICAL MEMBER (P.K.DAS) JUDICIAL MEMBER The Registry is directed to place the matter before the Hon'ble President, CESTAT to nominate a third Member for resolving the point of difference. (MATHEW JOHN) TECHNICAL MEMBER (P.K.DAS) JUDICIAL MEMBER