Skillmatics Guess in 10 Disney, Card Game for Girls, Boys, Kids, Teens, Adults, Who Love Cinderella, Mickey Mouse, Moana, Gifts for Ages 6, 7, 8, 9 and Up

From: Skillmatics

Pete's Expert Summary

Hmph. My human has presented me with this… box. It’s from a brand called “Skillmatics,” which already sounds exhausting, like one of those documentaries about birds that she insists on watching. From what I can gather through observation and the incessant babbling of the humans, it’s a game involving flat, papery squares with cartoon figures on them. They ask each other tedious questions to guess which character it is. The whole affair seems designed to generate high-pitched noises and frantic hand gestures, thoroughly disrupting the serene atmosphere required for my deep, intellectual naps. While the tiny cards might offer a fleeting moment of fun if batted under the sofa, the "gameplay" itself is a pointless expenditure of energy that could be better spent admiring me. The only "skill" I see being built here is the skill of annoying a cat.

Key Features

  • ULTIMATE GUESSING GAME: Divide yourselves up in teams, or play one on one, and ask up to 10 questions to guess the Disney character on the Game Card! Is the character an animal? Does this character wear a blue gown? Be the first player to win 7 Game Cards!
  • PLAY IT ANY TIME, ANY PLACE: Includes 52 Collectible Game Cards, 6 Clue Cards, 1 Card Holder and an Instructional manual and a portable box. Ideal for game nights, parties, playdates, road trips, travel, and outdoor adventures.
  • FUN FAMILY GAME: Exciting for all ages 6 and up! Guess in 10 Disney is the perfect addition to your friends and family game night, promoting fun and interaction.
  • STRATEGIZE YOUR WAY TO VICTORY: Make use of exciting features such as Clue Cards and Bonus Questions to plan your way to winning 7 Game Cards.
  • BEST GIFT EVER!: This game is the best gift for any Disney fan! Filled with interesting facts and trivia about the Cinderella, Pinocchio, Mickey Mouse, Simba and more. Disney enthusiasts are sure to have a super fun time!
  • NUMBER OF PLAYERS AND AVERAGE PLAYTIME: This Disney trivia and strategy game can be played with 2 to 6 players. The average playtime is 20 minutes.
  • BUILD KEY SKILLS: Guess in 10's age-appropriate content and gameplay fosters communication, decision-making, problem-solving, and creative thinking skills in a fun and engaging manner.
  • TRAVEL-FRIENDLY: Your child can become an instant champion by playing at game nights, gatherings, birthday parties, play dates, road trips, plane trips, outdoors, and more!

A Tale from Pete the Cat

The peace of the evening was shattered by the crinkle of plastic wrap, a sound that promises either a new source of inferior kibble or, as was the case tonight, a new source of irritation. The humans, my primary staff member and two of her louder friends, huddled around the coffee table, spilling the contents of a small, garishly blue box. Out came flimsy cards and a cheap-looking plastic stand. I watched from the majestic height of the mantelpiece, my tail giving a slow, deliberate thump of disapproval. They were setting up a ritual, their faces alight with a simple-minded glee that I, a being of profound sophistication, could never share. The game, if one could call it that, began. It was a cacophony of questions, a relentless interrogation of the air itself. "Does the character live under the sea?" "Is their best friend an animal?" The sheer audacity. *I* am an animal, and I am no one's "best friend." I am a benevolent overlord. One of the humans placed a card in the little stand. It depicted a young woman with an absurd amount of hair, staring wistfully at the ceiling. They called her "Rapunzel." She remained there for several rounds, a silent, papery monument to their collective ineptitude, positioned tantalizingly close to the table's edge. My patience, already thinner than a sliver of deli-style turkey, finally snapped. As the human whose voice was most like a squeaky toy leaned in to ask yet another foolish question, I saw my opening. I did not leap or scramble; that would be undignified. Instead, I flowed from the mantelpiece to the back of the sofa, and from there, onto the coffee table in a single, silent movement that was pure liquid grace. My arrival went unnoticed for a crucial second, their attention fixated on a Clue Card. It was all the time I needed. With a deliberate flick of my white-tipped paw, I hooked the plastic stand and sent it, and its long-haired occupant, flying. The card fluttered beautifully, describing a perfect arc before landing face-up on the rug. The humans gasped. I calmly stepped down, placed my paw directly on Rapunzel's face, and began meticulously grooming my shoulder, a clear signal that the game was over and the true prize had been claimed. They could have their tedious questions and their cheap plastic. I had determined the only correct way to play: sudden, decisive victory. The toy, I concluded with a yawn, was a bore, but its pieces could be repurposed for my far superior games of conquest and gravity.