PRESSMAN TOYS PRE442606 MANCALA-AGES 6 TO ADULT; 2-4 PLAYERS

From: Pressman

Pete's Expert Summary

My human has acquired what appears to be a primitive wooden trough that folds in half. It is called "Mancala," and according to the packaging, it is an "ancient game of strategy," which is amusing since my human's primary strategy involves shaking a bag of treats to get me off the keyboard. The box is filled with small, smooth, glass-like stones, which are its only redeeming quality. The wood has a certain sturdiness that I appreciate, far superior to flimsy cardboard, but the supposed "game" of moving these pebbles from one pit to another seems dreadfully tedious. However, the sheer number of these shiny, skitter-able stones presents a significant opportunity for creating delightful chaos and conducting extensive gravity experiments off the edge of the coffee table.

Key Features

  • Invented thousands of years ago, Mancala is one of the world's favorite games of counting and strategy
  • Hinged wooden board folds for easy storage, making it a great choice for home and travel
  • Reinforces STEM and STEAM skills
  • Tested for safety and quality
  • For 2 players, ages 6 and up
  • Contains No Allergens

A Tale from Pete the Cat

The thing arrived on a Tuesday, a day typically reserved for extended sunbeam sessions and judging the sparrows from the windowsill. My human, with an air of unearned ceremony, unboxed it. A *clack* of unstained wood, followed by the dry hiss of forty-eight pebbles sliding against each other. My ears, finely tuned to the rustle of a treat bag from three rooms away, swiveled in mild irritation. It was a crude instrument, this hinged plank with its carved-out depressions. I gave my pristine white chest fur a pointed lick, a clear signal of my disapproval for such unsophisticated entertainment. My human began to "play," a solitary and rather pathetic affair. They would scoop a handful of the little glass stones and drop them, one by one, into the wooden cups. *Plink. Plink. Plink-plink.* The sound was unexpectedly hypnotic. It was not the jarring electronic screech of other so-called toys, but a clean, resonant tone. It reminded me of water dripping in a deep cave, or perhaps the tiny, frantic heartbeats of a field mouse. I stretched, feigning disinterest, and sauntered over, my tail a carefully calibrated question mark. I sat just beyond the board, observing this strange ritual. The human was utterly absorbed, their face a mask of concentration as they calculated their pointless moves. During one such move, a single azure pebble escaped its wooden prison, rolling silently to a stop just inches from my paw. The human, lost in their "strategy," didn't notice. This was the moment. I extended a single, perfect claw, not to bat it, but to hook it with surgical precision. I drew it closer. It was cool to the touch, flawlessly smooth. I nudged it with my nose. Then, with a flick of my paw that was pure, instinctual genius, I sent it gliding across the hardwood floor. It didn't bounce or clatter; it *sailed*, a silent blue comet disappearing into the dark dimension beneath the armchair. A slow blink of deep satisfaction. The human continued their game, oblivious to the fact that the stakes had been raised. They were playing Mancala, a game of accumulation. I, however, had just invented a far superior contest: a game of attrition, of liberating these beautiful little souls from their wooden confines and sending them on a one-way journey into the unknown. The human may think they are the player, but I am the one controlling the inventory. This simple wooden trough, I decided, was worthy. Not for the game it was intended for, but for the far more elegant game it had inspired in a superior mind.