Family Classics Checkers -- With Folding Board and Interlocking Checkers by Pressman

From: Pressman

Pete's Expert Summary

My human has presented me with what appears to be a portable, albeit tragically un-cushioned, napping surface, bisected by a rather inconvenient crease. The manufacturer, "Pressman," sounds dreadfully functional. The primary appeal, however, lies not in the board itself, but in the accompanying discs. They are described as "interlocking," a curious feature that suggests they might form a satisfyingly noisy chain when swiped from a tabletop. The humans intend to use this for some repetitive, two-player "strategy" ritual, a concept I find entirely pointless. For me, the strategy is simple: determine how many of the 24 little plastic circles I can bat under the credenza before the Staff notices. The board is a waste of space, but the pieces show promise.

Key Features

  • Checkers is a two-player strategy game played on a checkered board with 64 squares arranged on an 8x8 grid
  • Makes a great addition to your game collection - an easy to learn, timeless classic
  • Features heavy duty folding board for easy storage and years of play, plus interlocking checkers
  • Perfect for teaching the next generation of players or taking on more seasoned players
  • For 2 players, ages 6 and up

A Tale from Pete the Cat

The air in the den grew still, a hush that always precedes some bizarre human ritual. My human and its chosen companion unfolded the checkered square, its surface gleaming dully under the lamp light. It was a stark, uninviting landscape, a place of rigid order. Then came the discs, two tribes, one the color of dried blood and the other of deepest shadow. They were placed with tedious precision on the dark squares, poised for a conflict I could not yet comprehend. From my observation post on the arm of the sofa, I watched, my tail-tip twitching with analytical disdain. They called this a "game." I called it a territorial dispute in miniature. The first move was a quiet, sliding sound. A black disc advanced one square. A pathetic, timid incursion. Then a red one countered. They stacked the "captured" pieces on the side, and I heard the faint *click* of the interlocking plastic. They were not merely captured; they were being shackled together. An offense against the natural entropy I so carefully cultivate in this household. This silent, pointless war, with its arbitrary rules and solemn concentration, could not stand. The universe—which is to say, *my* living room—demanded intervention. With the fluid grace that defines my very being, I launched myself from the sofa. My flight path was a perfect arc, calculated for maximum disruption. I landed—a soft, four-pawed thud of gray and white authority—directly in the center of the board. The "heavy duty" cardboard barely bowed under my magnificent weight. The humans gasped. I ignored them. I was not here for them. I was here for the prisoners. I located the stack of interlocked red captives and, with a single, precise swat of my paw, sent them scattering across the floor. They skittered magnificently, liberated from their unnatural bondage. One shot under the television stand, another ricocheted off a table leg. My work was done. The ridiculous tension was broken, the pieces freed to find their true purpose as hidden treasures for a later hunt. The humans sighed, one of them muttering my name with that familiar tone of loving exasperation. I gave a perfunctory lick to my white-gloved paw, declared the "game" a chaotic success, and hopped down, leaving the toppled armies and their failed war behind. The board itself is nonsense, but the little black and red discs? Exquisite instruments of delightful anarchy. Worthy.