A photo of Pete the cat

Pete's Toy Box: Game

The Original TAPPLE, The Fast-Paced Family Board Game, Choose a Category & Race Against the Timer to be the Last Player, Learning Word Game for Ages 8 & Up, 2-8 Players, 15-20 Minute Play Time

By: USAOPOLY

Pete's Expert Summary

My human, in their infinite and often misguided quest to find entertainment that doesn't involve stroking my magnificent gray fur, has procured a loud, circular object called "Tapple." It appears to be a device for them to shout at. They select a topic from a small, flimsy card, press a button that unleashes a horrid ticking sound, and then proceed to slap other buttons while yelling words. From my esteemed position on the velvet armchair, it seems like a dreadful amount of effort for very little reward. The only potential points of interest are the small, bat-able letter tabs that make a somewhat satisfying *click*, and the potential for the game to be abandoned on the floor, where its roundness might lend itself to a brief, undignified chase before my nap.

Key Features

  • The Original and Authentic Version of the Sensational Party Game
  • Get ready for the award-winning fast-paced word game that gives family game night a rush of excitement as players compete to beat the timer!
  • HOW TO PLAY - Choose a card with a category, press the timer, and shout out words related to the category that start with a certain letter. Once the related word is announced, press the corresponding letter tab.
  • Take it on the go and great to play anywhere - the portable Tapple wheel stores all of the category cards for easy carry and storage.
  • Includes 1 Tapple wheel with built-in timer, 36 cards (144 categories), rules

A Tale from Pete the Cat

The cacophony had ceased. The giant primates had finished their ritual of yelling at the Red Circle and retreated to the glowing rectangle room, leaving their strange new altar on the rug. I descended from my throne, my paws silent on the plush fibers, drawn by a grudging curiosity. The object smelled of plastic and their faintly desperate excitement. Its most prominent feature, a large red button in the center, held no appeal. I am a creature of subtlety; I do not simply *push*. I orchestrate. My attention was drawn to the alphabet arranged around the perimeter. The letters, stark white on black, were like a secret code. 'W' for the warm window sill where the sun pools so delightfully. 'S' for the spot on the sofa that has been molded perfectly to my form. 'F' for the food dish, a sacred location of utmost importance. With a tentative paw, I extended a single, perfect claw and depressed the 'F' tab. It yielded with a crisp, definitive *thwack*. A sound of confirmation. An acknowledgment of my domain. This was no mere game. The humans, in their simplicity, saw categories and words. I saw a map, a schematic of my kingdom. I began my nightly strategic planning, moving with purpose around the wheel. *Thwack*. 'C' for the high ground on the cat tree. *Thwack*. 'B' for the Big Human's bed, the softest territory in the entire house. Each press of a letter was a claim, a silent declaration of ownership. The humans could have their frantic, timed nonsense. I had repurposed their toy into a command console for my empire. I ignored the timer button entirely; the frantic ticking is an insult to the dignified passage of time. My patrol routes, my napping zones, my ambush points for the marauding dust bunnies—all were now logged in this device. I finished my survey by pressing the 'P' tab. P for Pete. The ruler. The silent observer. The true master of the game. Yes, this plastic wheel was worthy. Not for the reasons its creators intended, but for the far superior purpose I had devised for it. It could stay.

Educational Insights Kanoodle 3D Brain Teaser Puzzle Game, Featuring 200 Challenges, Easter Basket Stuffers for Kids, Gift for Ages 7+

By: Educational Insights

Pete's Expert Summary

My human has brought home another little plastic box, this one called "Kanoodle." It appears to be a collection of brightly colored, oddly-shaped baubles designed to fit together inside a cheap-feeling case. The marketing insists it's for "brain-bending" and that "TikTok made me buy it," two phrases that immediately signal a profound lack of seriousness. The brand, "Educational Insights," clearly believes my human requires remedial training in spatial awareness. While the fundamental concept of a stationary, non-motorized, non-feathered toy is an insult to my intelligence, I will concede that the individual pieces are of a superb size and weight for being expertly batted into the dark realm beneath the sofa. Its true purpose, however, is to occupy the human's meager attention span, thus freeing up their lap for its intended, far more noble purpose: my afternoon slumber.

Key Features

  • TIKTOK MADE ME BUY IT–OVER 4 MILLION SOLD! Millions of players around the world can’t get enough of this best-selling, award-winning, brain-bending, puzzle game
  • INCLUDES 200 PUZZLES! Kanoodle includes 200 addicting 2D & 3D puzzles from beginner basic to deviously difficult; there are hundreds of possible combinations, but only one correct answer
  • 2D & 3D BRAIN TEASER PUZZLE GAME: Kanoodle is a brain teaser puzzle game that includes 12 puzzle pieces, 200 puzzle challenges, a 48-page illustrated puzzle book, and a carrying case. Perfect brain teaser, travel game
  • THE PERFECT GIFT! Our puzzle games and brainteaser games are the perfect gift for kids, teens, and adults!
  • MADE FOR ALL AGES: For anyone 7 to 107! Kanoodle is the perfect brain-bending puzzle game

A Tale from Pete the Cat

The scene was one of quiet desperation. My human, whom I shall call The Warden, was hunched over the coffee table, a low growl of frustration rumbling in their chest. Before them lay the source of this anguish: the Kanoodle. Its small, black case was splayed open like a dissected beetle, its colorful plastic guts spilled across the wood. The Warden’s finger repeatedly traced the diagram in the little booklet, then poked uselessly at the pieces. It was a pathetic display. From my perch atop the velvet armchair, I judged them silently. They were attempting a "deviously difficult" 3D pyramid, and failing spectacularly. An opportunity arose when The Warden stood, stretched, and shuffled off to the kitchen, muttering about needing "more coffee to think." This was my moment. I descended from my throne with the liquid grace of smoke, my paws making no sound on the expensive rug. I leapt onto the table, a silent specter in a gray-and-white tuxedo. I surveyed the battlefield. The pieces were cold and hard beneath my nose, smelling of nothing but disappointment and sterile plastic. I was not here to play. I was here to teach a lesson in humility. My eyes narrowed, selecting my target: a lurid orange piece, shaped like a clumsy lightning bolt. It was, according to The Warden's frantic muttering, the key to the entire structure. Using a single, impeccably sharp claw, I delicately hooked the piece and dragged it to the edge of the table. With a flick of my paw, it sailed through the air, landing with a soft *tock* on the hardwood floor before I expertly nudged it into the heating vent. It vanished into the metallic darkness with a faint, satisfying rattle. I was back on my armchair, feigning a deep sleep, when The Warden returned. The low growl soon escalated into a confused whine, then a frantic pat-down of the surrounding cushions. "The orange one! It was right here!" they cried, a beautiful sound of pure, unadulterated failure. I allowed myself the smallest, most private of smiles. The puzzle was, in its manufactured state, a simple, tedious object. I had transformed it. It was now an unsolvable enigma, a monument to loss, a true psychological challenge. In this new, improved form, it was finally worthy of my attention.

Jenga Game | The Original Wood Block Game with Genuine Hardwood Blocks | Stacking Tower Game | Ages 6+ | 1 or More Players | Party Games for Kids | Family Games

By: Hasbro Gaming

Pete's Expert Summary

So, my human seems to think these so-called "Jenga" blocks from a company named Hasbro are the next great source of entertainment. I see a box of 54 uniform wooden bricks. The objective for the bipedal players is, apparently, to build a tower and then dismantle it piece by piece, hoping it *doesn't* fall. This is a fundamentally flawed concept. The entire purpose of a tall, precarious structure is its eventual, spectacular collapse. While I find their "game" a tragic waste of opposable thumbs, the materials themselves have potential. Fifty-four "genuine hardwood" blocks are essentially fifty-four individual projectiles perfect for batting under the heaviest furniture. The true game, as I see it, begins when their tower of suspense meets my paw of glorious, chaotic certainty.

Key Features

  • THE ORIGINAL WOOD BLOCK GAME: Dare to risk it? Pull out a block, place it on top, but don't let the tower fall! The Jenga game for kids and adults is the wooden block balancing game loved for generations
  • FAST, EXCITING, ANYTIME FUN: With a simple set up, easy-to-learn rules, and just the right amount of challenge, the Jenga game is a great game for impromptu fun with family and friends
  • GREAT KIDS PARTY GAMES: Suspense, surprises, laughs! Liven up a party by taking along this portable game. This wooden blocks stacking game is great for Family Game Night, icebreakers, and kids birthday parties
  • GENUINE HARDWOOD BLOCKS: The classic Jenga board game includes 54 precision crafted wooden blocks. The easy-to-use stacking sleeve can help players build the tower
  • GAME FOR 1 OR MORE PLAYERS: No friends around? No problem. Play solo! Practice stacking skills, building the tower, and trying not to let it come tumbling down
  • FUN KIDS GIFTS: Kids games and classic games make great holiday or birthday gifts for 6 year old girls and boys and up

A Tale from Pete the Cat

The humans had abandoned it for the night, their crude wooden ziggurat standing precariously on the low table in the center of the living room. Moonlight, filtered through the great window, painted the scene in shades of silver and black. I am a creature of these shadows. I flowed from the armchair to the floor and leaped onto the table, my paws making no sound on the polished surface. The tower was an affront, a temporary, arrogant defiance of the natural laws of gravity and entropy—laws I have sworn to uphold. It smelled faintly of wood dust and the anxious sweat of the players. This would not be a brutish act of destruction. That is for lesser beings, for dogs and toddlers. This was to be an experiment, an inquiry into the very nature of structural failure. I circled the tower, my whiskers twitching, sensing the minute stresses in the wood. I nudged a lower block with my nose. Too much friction, held fast by the weight of the column. A higher block, however, seemed to vibrate with a nervous energy, a prisoner yearning for freedom. This one. This was the key. My paw, a marvel of engineering far superior to their clumsy "precision crafted" blocks, extended slowly. I did not swat. I did not bat. I applied a gentle, steady pressure with a single clawless pad. The block resisted, then gave with a soft, satisfying whisper of wood sliding against wood. It was a secret sound, shared only between me and the doomed structure. I pushed it clear of the tower, a perfect, silent extraction. It fell to the rug with a muffled *thump*. For a long moment, the tower remained standing, a hollowed-out shell of its former self. It seemed to hold its breath. Then, a single shiver ran through it. A block at the very top tilted, as if bowing to the inevitable. The cascade began slowly at first, then all at once, a glorious waterfall of clattering wood that shattered the solemn quiet of the house. I watched the beautiful chaos unfold, my tail giving a single, satisfied flick. I then hopped down and melted back into the darkness, leaving them to discover the work of what they would surely call a clumsy ghost in the morning. They would never suspect the architect of their ruin was their very own, very intelligent cat.

Pandasaurus Cooperative Strategy Card Game - Fun Interactive Family Game for Ages 8+, 1-5 Players, 20 Minute Playtime

By: Pandasaurus Games

Pete's Expert Summary

So, my human, in a desperate and misguided attempt to simulate "fun" without a feather wand, has acquired a box of thin, colorful rectangles. They call it "The Game," a title so breathtakingly bland it could only have been conceived by a committee of beagles. It's apparently a "cooperative" endeavor where the simpletons must work together to arrange cards, a task I could accomplish with far more panache by simply knocking them off the table. The primary appeal for me is twofold: the potential for the empty box to become a Class-A napping fortress, and the satisfyingly sharp corners of the cards themselves, which might offer a brief but thrilling moment of destructive glee before they are inevitably confiscated. The rest appears to be a colossal waste of energy that could be better spent admiring me.

Key Features

  • ENDLESS FUN: Prepare for endless fun with The Game, the highly-addictive card game that challenges players to work together and beat the game itself. How long can you keep playing.
  • PERFECT FOR ALL AGES: The Game is an ideal choice for adults, teens, and kids who enjoy reading people, teamwork, and deciphering their teammates' strategies. A game for the whole family.
  • GLOBAL SMASH HIT: Join the global sensation with over 1.3 million copies sold, breaking records and winning numerous awards. Discover why players worldwide are captivated by The Game.
  • HIGHLY INTERACTIVE: Immerse yourself in this interactive board game where teamwork is essential. Collaborate with fellow players to play all the cards from two decks, symbolizing the passage of time.
  • AWARD-WINNING EXCELLENCE: The Game has garnered multiple awards and nominations, including the prestigious Spiel Des Jahres (Game of the Year). Test your wits against this card game's formidable challenge.

A Tale from Pete the Cat

The ceremony began under the harsh glare of the ceiling light. My human and two of its associates gathered around the low table, their faces grim with a focus usually reserved for the opening of a can of tuna. They unwrapped the box, an act accompanied by a delightful crinkling sound that briefly raised my hopes, and laid out the cards. I watched from my observation post atop the bookshelf, tail twitching in mild irritation. Another evening squandered on paper-staring. At first, it was a silent, baffling ritual. One human would place a card on one of two piles. Then another would do the same. There was no shouting, no dramatic pointing, just a tense, shared quiet. They were communicating without sound, a feat I had long mastered but found surprising in these noisy creatures. They were tracking something. The ascending numbers were a scent trail getting stronger; the descending ones, a path leading back to a den. They were not playing a game; they were on a hunt for an invisible quarry, their collective mind narrowed to a single, predatory point. My initial boredom curdled into a deep, instinctual curiosity. Then, it happened. The female human hesitated, her hand hovering between two cards. The air grew thick with unspoken tension. She finally placed a card—a "12" on a pile that had just received a "10." A soft groan escaped the male. The hunt was compromised. The prey had been spooked. I saw it then, clear as the bird outside the window. This wasn't about the cards. The cards were just the medium. The *real* toy was the taut, fragile web of concentration they wove between them. The game was a crucible for their pack bond, and they had just revealed a crack. Leaping silently from the bookshelf, I landed in the center of the table, careful not to disturb their pathetic little stacks. They barely noticed, so consumed were they by their failure. I began to purr, a low, resonant thrum intended to mend their fractured focus. They believed they were playing against the game. Fools. They were playing against their own ineptitude. I would be their silent arbiter, the furry god of their strange ritual. The cards were worthless, but the palpable, delicious tension in the air? That was a delicacy of the highest order. It was, I decided, worthy of my supervision.

Hasbro Gaming Connect 4 Classic Grid,4 in a Row Game,Strategy Board Games for Kids,2 Player .for Family and Kids,Ages 6 and Up

By: Connect 4

Pete's Expert Summary

So, my human has acquired what appears to be a vertical blue fence with a collection of flat, circular noisemakers in two loud colors. The purpose, as far as I can tell, is for two of them to sit and make repetitive *clacking* sounds while staring intently at the plastic grid, a task that seems profoundly beneath a creature of my intellect. The primary appeal is not in their "strategy game" but in the potential for chaos. Those little discs are perfectly sized for batting into oblivion under the heaviest furniture, and the "pop-out" feature that releases them all at once promises a glorious, floor-covering jackpot that might, just might, be worth waking up for.

Key Features

  • RULE THE GRID 4 THE WIN: With this classic Connect 4 game, featuring a sleek modern style, players go head-to-head as they try to get 4 of the same color discs in a row to win
  • EXCITING STRATEGY GAME: Challenge a friend to rule the grid! Strategy drives the competition in this Connect 4 board game. Line 'em up, block opponents, and be the first to get 4 in a row to win
  • MODERN STYLE & COOL COLORS: The Connect 4 Classic Grid kids game takes the popular game one step further with a sleek style and cool colors to keep players glued to the grid
  • 3 WAYS TO PLAY: Choose classic Connect 4 gameplay, the free-for-all Connect 4 Frenzy variation, or a third option that lets players drop a disc or eject one from the bottom with the pop-out feature
  • EASY, FAST, AND FUN GAME FOR FAMILIES: Easy to learn and simple to set up, the Connect 4 Classic Grid family game for 2 players is a fast-playing favorite
  • FUN GIFTS FOR GIRLS AND BOYS: Strategy Games are excellent gifts for families or gifts for kids that love playing classic board games.

A Tale from Pete the Cat

The blue grid appeared on the table one evening, a stark, plastic altar for my humans' latest strange ritual. They called it "Connect 4," a name as blunt and artless as the activity itself. They would take turns, dropping the garish red and yellow discs into the slots. *Clack. Clack. Clack.* The sound was grating at first, an unwelcome intrusion on the quiet dignity of the living room. I watched from my perch on the armchair, my tail twitching with mild disdain. What a meaningless exercise. Dropping circles into a cage. Then, something shifted. My human, the one who dispenses the good treats, dropped a red disc into the far-left column. *Clack.* At that exact moment, a bird landed on the windowsill, a plump and foolish-looking sparrow that caught my eye for a full thirty seconds. A coincidence, I thought. But a few minutes later, she won the game, letting out a triumphant whoop. A pattern? No, impossible. But I kept watching. The next game began. The other human, the one with the loud voice, placed a yellow disc in the center. *Clack.* And not a moment later, the refrigerator began its loud humming cycle, the herald of a potential door-opening and a chance to inspect the chilled meats. My cynicism began to curdle into a profound, almost frightening, understanding. This wasn't a game. It was a divinatory device. The falling discs were not moves in a pointless competition; they were omens, plastic tea leaves clattering down to foretell the immediate future. A red disc near the bottom meant the opening of the treat bag was imminent. A yellow disc blocking a red one was a clear sign of an impending, and unwanted, vacuum cleaner activation. The grid was a window, and I, Pete, was its sole interpreter. I no longer saw the humans as players, but as unwitting acolytes performing a rite for my benefit. I would sit, a silent, tuxedoed oracle, my gray fur immaculate against the velvet cushion. I'd watch the discs fall, interpreting the clattering prophecies. *Clack.* A yellow one lands. The television will be turned up too loud. *Clack.* A red one secures a win. A celebratory morsel of chicken will soon be "accidentally" dropped. The game itself is still a ridiculous waste of time for them, of course. But for me, it has become an indispensable tool for managing my expectations and preparing for the minor triumphs and tragedies of a pampered cat's day. It is, I have decided, worthy.

UNO - Classic Colour & Number Matching Card Game - 112 Cards - Customizable & Erasable Wild - Special Action Cards Included - Gift for Kids 7+, W2087

By: Mattel Games

Pete's Expert Summary

My human has presented me with a small, rectangular box from a brand called "Mattel Games," a purveyor of amusements clearly not designed with my superior intellect in mind. This product, "UNO," appears to be a stack of insipidly bright paper cards. The humans are meant to sit in a circle and match these flimsy rectangles by color or number, a task so primitive I suspect a moderately clever squirrel could master it in minutes. The only features of remote interest are the potential for the shiny cellophane wrapper to make a delightful crinkling sound and the possibility that an individual card, once liberated, could be an excellent vehicle for skittering across the hardwood floor. Otherwise, it seems like an elaborate ritual designed to distract my staff from their primary duty: adoring me.

Key Features

  • The classic card game of matching colors and numbers.
  • Special Action Cards and Wild Cards for unexpected excitement and game-changing fun.
  • Use the Swap Hands cards to change hands with any other opponent.
  • Write your own rules for game play with the Customizable Wild cards.
  • Players take turns matching a card in their hand with the color or number of the card shown on the top of the deck.
  • Special graphic symbols have been added to each card to help identify the color(s) on that card. This will allow players with ANY form of color blindness to easily play!
  • Don’t forget to shout “UNO” when you only have one card remaining!

A Tale from Pete the Cat

The low table in the living room, normally a convenient mid-level perch for observing my domain, had been commandeered. The humans huddled around it, their faces illuminated by the harsh overhead light, performing a strange rite with the colorful wafers they'd released from the box. I watched from the plush depths of the armchair, my gray tail giving a single, dismissive flick. They called it a game. I recognized it for what it was: a test of allegiance. My primary human, the one who knows precisely how to scratch behind my ears, was faltering. Her hand of cards was fanned out, a rainbow of poor decisions. The other human, the one who visits on weekends and smells of the outdoors, slammed a blue card down with a triumphant grunt. This was my moment. I rose, stretched languidly to display the full magnificence of my tuxedo markings, and hopped silently onto the table. I was not there to play; I was there to officiate. I navigated the treacherous landscape of discarded cards, my paws making no sound. I sniffed a yellow "Skip" card—it smelled of betrayal. I nudged a green "Reverse" card—a hint of chaos. My human was hesitating, caught between two choices. I walked deliberately toward her and placed a single, soft paw directly on top of the "Draw" pile. I looked her dead in the eye, narrowing my own to slits. The message was clear: *Do not draw. Trust your instincts. More importantly, trust mine.* She seemed to understand. Her shoulders relaxed. Instead of drawing, she confidently played a "Wild" card, a black talisman of immense power. "I choose red," she announced, and then laid down her final card, a red nine. "UNO!" the other human had forgotten to shout, a fatal error. My human was victorious. She scooped me into her arms, burying her triumphant face in my soft fur. I allowed it, purring like a finely tuned engine. This game was still a ridiculous waste of time, but as a tool for asserting my silent, strategic influence over my staff? It had proven its worth. It could stay.

Exploding Kittens Horrible Therapist: Extra Horrible Edition 3-8 Players - Ages 17+ - 15 Minutes to Play - Comic Building Card Game - Ideal for Party, Family Game Night - White

By: Exploding Kittens

Pete's Expert Summary

My human, in their infinite capacity for finding new ways to ignore me, has acquired yet another box of decorated cardboard. This one, insultingly branded 'Exploding Kittens' (a physiological impossibility and a slur against my kind), is apparently a game where they pretend to be 'therapists.' Having observed my human's attempts to interpret my tail twitches as complex emotional turmoil, I can confirm they are all, indeed, horrible therapists. The game involves making 'funny' comics, which translates to loud, obnoxious human noises that disrupt my slumber. While the art by 'The Oatmeal' has a certain chaotic charm I recognize from the glowing screen, the only real playability for a creature of my refinement would be batting a stray card into oblivion. Otherwise, it's a complete waste of perfectly good napping time.

Key Features

  • How to Play: WHO KNEW THERAPY COULD BE SO FUNNY? In this adult card game you’ll create a comic about therapy with a Question, Answer, and a Treatment. Whoever puts down the funniest Treatment card wins a point. The first to 3 points wins. It's a fun and hysterical addition to your party card games collection.
  • What's Included: ENDLESS LAUGHS & REPLAYABILITY. With 80 Question Cards, 158 Answer Cards, and 200 Treatment Cards, this game is different every time you play. This makes it a popular choice among adult card games and card games for adults, offering endless replayability for every game night.
  • Who's It For? THE PERFECT ADULT PARTY GAME for 3-8 players aged 17+. Can you get through a round without ugly laughing? This is a must-have for adult games for game night and a fantastic addition to your collection of party card games.
  • Where to Play: WANT TO BREAK THE ICE AT PARTIES? This is a card game for adults that’s great for pregaming, large gatherings, road trips, vacations, or for giving as a gift to anyone who appreciates a funny card game (or who needs therapy!). Perfect for all adult party games and games for adults.
  • Our Story: UNIQUE ART FROM A VIRAL WEBCOMIC. Each card is written and illustrated by The Oatmeal, the brain behind the internet’s favorite comics and a cofounder of Exploding Kittens which became the most backed Kickstarter campaign of all time.

A Tale from Pete the Cat

The evening began with the usual betrayal. Instead of the customary lap-warming and chin-scratching session, my human produced the glossy white box. The air, which should have been thick with the scent of my impending dinner, was instead pierced by the crinkle of cellophane and the cacophony of human mirth. I watched from my throne atop the bookshelf, a silent, gray-furred judge presiding over a court of fools. They laid out the little rectangles of paper, their loud chatter forming a meaningless drone. It was, I deduced, a ritual of self-distraction, and I was having none of it. My disdain, however, wavered when a card fluttered from the table and landed face-up on the rug. I descended from my perch with the silent grace befitting my station and padded over to investigate. The card depicted a crudely drawn human lamenting, "My cat keeps staring at me. What does it want?" It was a 'Question' card. A jolt went through me, a flicker of profound understanding. This wasn't a game. This was a Rosetta Stone for deciphering the bizarre inner workings of the bipedal mind. They were finally asking the right questions, even if they were too simple to find the answers themselves. I positioned myself under the coffee table, a hidden observer at a group confessional. The human who had dropped the card drew an 'Answer' card: "It's plotting to wear your skin." A ripple of laughter went through the room. Amateurs. My plots are far more sophisticated and involve the strategic relocation of their car keys. Then came the 'Treatment' cards. One suggested "Give it a tiny, threatening hat." Another, "Learn to meow 'I come in peace'." They were revealing their deepest anxieties and most pathetic coping mechanisms, all while thinking they were merely playing. They packed the box away hours later, oblivious. They believed they had shared a few laughs. I knew better. I had conducted my first, and most successful, diagnostic session. This "Horrible Therapist" game was not a toy for me to pounce on, but a professional tool. It was a window into the simple, fragile psyche of my staff. While the cards themselves are worthless as objects of play, the intelligence they provide is invaluable. The box has, against all odds, proven its worth. It can stay. For now.

Mattel Games UNO Show ‘em No Mercy Card Game in Storage & Travel Tin for Kids, Adults & Family Night with Extra Cards, Special Rules & Tougher Penalties (Amazon Exclusive)

By: Mattel Games

Pete's Expert Summary

Honestly, my human seems to have acquired yet another vessel for noisy, competitive anguish. This "UNO Show 'em No Mercy" is, from what I can gather, a collection of thin, colorful paper rectangles housed in a rather fetching metal tin. The purpose appears to be causing emotional distress among friends and family through "tougher action cards" and "merciless" rules. While the sheer volume of little paper things to be scattered, lost, and eventually batted under the furniture holds a certain fleeting appeal, the accompanying shouting and dramatic gestures are a serious threat to my afternoon slumber. The tin, however, is a different matter. It looks cool to the touch and has a promising shape for a nap, assuming I can convince my human to empty its useless contents.

Key Features

  • UNO Show 'em No Mercy game adds 56 more cards, special rules and super-tough action cards for the most brutal edition of UNO ever!
  • Tougher action cards, such as Skip Everyone, Wild Draw 6 and even Wild Draw 10 make game play merciless!
  • The Stacking Rule lets players pass the penalty (Draw +2, +4, +6, +10) to the next player until whoever can't play has to take all the cards combined!
  • Whenever a '7' or a '0' card is played, players must swap hands with another player!
  • The Mercy Rule means that if any player gets 25+ cards in their hand, they are out of the game!
  • Comes in a collectible, portable travel tin.
  • Great to amp up the action on friends and family game nights, travels and parties!

A Tale from Pete the Cat

The evening began with a metallic *shing* as my human unsealed the crimson tin. The sound cut through the usual quiet hum of the refrigerator, a sharp promise of something new. I lifted my head from the plush armchair, one eye cracked open. My hopes for a tin of premium, oil-packed tuna were immediately dashed. Instead, she produced a deck of aggressively bright cards, fanning them out like a cheap magician. The other humans gathered on the floor, their faces illuminated by the ghastly glow of the television, and the ritual began. I observed from my perch, a silent, gray arbiter of their foolishness. This was not the simple game of colors and numbers I had seen before. There was a dark energy to this version. I watched as one human played a card—a "Wild Draw 10," the others gasped—and his opponent let out a cry of such profound despair it was almost operatic. He gathered a clumsy handful of cards, his entire posture slumping in defeat. Moments later, a "7" was played, and suddenly the victor was forced to swap his meager hand with the loser's thick stack. The betrayal was so palpable I could almost taste it, like the bitter tang of cheap, dry kibble. The game was a whirlwind of shifting fortunes, a chaotic ballet of paper and anguish. Cards were slapped down with venom. Alliances formed and shattered in the space of a single turn. The "Stacking Rule" created moments of unbearable tension, the penalty growing and growing until it was passed to some poor soul like a cursed relic. Then came the end for one of them. My human pointed a finger, declaring the "Mercy Rule" had been invoked. The woman with a fan of cards so large she could barely hold it was exiled from the game. There was no mercy in her eyes, only the sting of failure. As she retreated to the kitchen for what they call "stress snacks," I stretched, hopped down from my chair, and walked directly over the discarded cards with imperious disdain. The cards were flimsy, the rules absurd. But the sheer spectacle of human suffering? A masterpiece. I settled onto the now-empty, delightfully cool tin, closed my eyes, and purred. A fine evening's entertainment.

Taco Cat Goat Cheese Pizza

By: Taco Cat Goat Cheese Pizza

Pete's Expert Summary

It appears my humans have acquired a stack of printed rectangles they call 'Taco Cat Goat Cheese Pizza.' The name is a curious jumble, though I appreciate the inclusion of the superior species. From what I can gather, it’s a game that involves them shouting these words and slapping the cards in a frantic, undignified manner. While the cards themselves are profoundly uninteresting—no crinkle, no feathers, not even a satisfying heft for knocking off a ledge—the ensuing human chaos might be a decent spectator sport. It’s likely a complete waste of my direct involvement, but could provide a useful distraction while I conduct my own, more important, business in the kitchen.

Key Features

  • PLAY IT ANY TIME ANY PLACE- Convenient take anywhere size game.
  • SIMPLE AND HILARIOUS- Fast paced laugh out loud fun for any get together.
  • WILDLY POPULAR- Perfect for all-ages.
  • GET ROLLING IN SECONDS- Takes only a minute to learn and gameplay lasts for about 10 to 15 minutes.

A Tale from Pete the Cat

The small, brightly colored box sat on the coffee table like a promise of future noise. My human called it by its ridiculous, multisyllabic name, a chant I found both insulting and intriguing. I watched from the arm of the sofa, my tail giving a slow, judgmental thump-thump-thump against the upholstery. They sat on the floor, a circle of clumsy giants, and began their ritual. The words were spoken, "Taco," "Cat,"—my ears swiveled, acknowledging my due—"Goat," "Cheese," "Pizza." It was a mantra of the mundane. As they played, a strange rhythm took hold of the room. Not a rhythm of sound, but of kinetic energy. Their hands, usually so gentle when scratching behind my ears, became bludgeons, slapping down on a central pile of cards with alarming speed. A curious pattern emerged. The chant wasn't random; it was a code. I, with my superior intellect, cracked it almost immediately. They were matching their spoken word to the image on the card. It was a test of reflexes so primitive it was almost elegant in its simplicity. They were, in essence, trying to out-predator one another for a pile of worthless paper. Then, the game shifted. My human shouted "NARWHAL!" and everyone, in a bizarre, synchronized spasm, formed a horn on their head with their hands. Later, someone yelled "GORILLA!" and they all began thumping their chests like fools. I closed my eyes, feigning sleep, but I was observing everything. This was not a game. This was a tribal rite. They were shedding their civilized veneers, reverting to a more primal state, guided by cartoon animals on little cards. The slapping, the chest-thumping, the absurd gesturing—it was a performance of their own absurdity. I let out a soft, dismissive sigh and stretched languidly, my pristine white paws extending fully. The humans, lost in their chaotic ritual, paid me no mind. And in their distraction, I saw the true value of this "game." It wasn't about the cards. It was about the trance it induced. A trance deep enough that no one noticed as I hopped silently from the sofa, trotted to the kitchen, and gracefully leaped onto the counter to investigate the butter dish they had foolishly left unguarded. The game, I concluded, was a masterpiece. Not for its playability, but for its power as a diversion. Absolutely worthy.