A photo of Pete the cat

Pete's Toy Box: Classic Game

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 has presented me with this 'Jenga' contraption from a brand called Hasbro Gaming. From what I can gather, it's a collection of 54 identical wooden rectangles that the bipedal staff meticulously stacks into a tower, only to then slowly, painstakingly, pull them out one by one. The supposed 'game' is to *not* make it fall, which is a fundamentally flawed concept. The appeal, of course, is the inevitable, glorious, floor-shaking crash when their clumsy paws fail. The scattered blocks could provide a few moments of batting practice before I lose them under the furniture. However, the tedious, silent, and suspenseful buildup is an utter waste of my precious energy, which could be better spent napping in a sunbeam. It's a toy with a singular, spectacular purpose, and the humans seem determined to delay it for as long as possible.

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 evening's entertainment, it seemed, was to be a pile of lumber. My human, with an absurd level of concentration, slid a clear plastic sheath off a tower of small, beige blocks. "Jenga," she called it. I watched from my perch on the armchair, my tail twitching in mild annoyance. They began their ritual, pulling the "precision crafted" blocks from the tower's guts and placing them precariously on top. It was a slow, agonizing process. I yawned, displaying the full length of my fangs to express my profound boredom. A tower of wood. How thrilling. It didn't squeak, it didn't flutter, and it certainly didn't contain catnip. As the structure grew taller and more unstable, a strange feeling began to stir within my chest. It was an affront to physics, a totem of human hubris that begged to be corrected. Each time a block was removed, the tower would give a little shiver, a subtle tremble that vibrated through the floorboards and into my paws. I slunk from the chair, my gray tuxedo-clad form moving silently across the rug. I circled the table, sniffing. The blocks smelled of sawdust and the faint, uninteresting scent of the factory they came from. The humans were oblivious, lost in their hushed whispers and tense, deliberate movements. The tower swayed again, and in that moment, I saw not a game, but a challenge. It was the male human's turn. He chose a block near the base, his fingers fumbling. The tower leaned, groaning under the impossible weight of its own existence. This was my moment. The primal instinct that drives me to knock pens off desks and unravel rolls of toilet paper surged forth. It was not a decision, but a calling. I chose my path, a casual stroll past the leg of the table. As I passed, I gave my tail a single, elegant flick—a gesture of pure, calculated nonchalance. The connection was sublime. My soft, gray tail barely grazed the teetering edifice, but it was enough. For a heartbeat, there was silence. Then came the glorious crash. A cascade of 54 hardwood blocks clattered against the table and rained down onto the floor, a symphony of wooden chaos. The humans yelped in surprise, then burst into laughter. I, of course, had already settled on the floor a few feet away, meticulously licking a paw as if the entire event was a minor inconvenience that had briefly interrupted my grooming schedule. The blocks, now scattered like fallen prey, were far more interesting. I batted one, sending it skittering under the couch. Yes, a truly dreadful game, but its conclusion? Absolutely magnificent. Worthy.

Scrabble Board Game, Classic Word Game for Kids Ages 8 and Up, Fun Family Game for 2-4 Players, The Classic Crossword Game

By: Hasbro Gaming

Pete's Expert Summary

My human seems to believe my input is required on this... item from Hasbro Gaming. It's a large, foldable square of cardboard with a grid, and a small sack full of little wooden squares. The humans call it "Scrabble" and spend hours staring at it, arranging the wooden bits into patterns and making pleased or frustrated noises. For them, it's an exercise in vocabulary. For me, it's a collection of 100 perfectly tappable, skitter-able, lose-under-the-appliance-able wooden tiles that make a most satisfying *clack* on the floor. The board itself is a rather uninspired napping surface, though its textured grid does offer a mild grip for my claws during a preparatory stretch. The true value here is not in the "game," but in the glorious chaos potential of its individual parts.

Key Features

  • CLASSIC CROSSWORD GAME: Get family and friends together for a fun game night with the Scrabble board game! Put letters together, build words, and earn the most points to win
  • WOODEN TILES AND RACKS: This edition of the Scrabble game features 100 wooden letter tiles and wooden tile racks. The textured gameboard helps tiles stay on the board
  • RACK UP THE POINTS: Scrabble letters are worth points, and premium squares on the gameboard multiply the score. Surprise opponents with 2-letter words, challenge their choices, and strategize to win
  • GAME FOR 2-4 PLAYERS: Go for classic Scrabble gameplay in a head-to-head face-off, or mix things up and play in teams. The game guide offers expert tips, and other ways to play this classic word game
  • FUN FAMILY GAME: Do you remember playing Scrabble when you were a kid? Introduce this fun game to your kids and grandkids! Connect over a classic board game and create memories for generations to come

A Tale from Pete the Cat

The evening began with the familiar, dull ritual. The humans unfolded the board, its surface a tedious map of colored squares. Then came the sound that pricked my ears from my post on the armchair: the gentle, wooden rustle of the tiles being poured from their cloth bag. My gaze sharpened. They were currency in a game I did not care to understand, but as physical objects, they held a certain minimalist appeal. My human drew seven of them, placing them on her little wooden rack. I watched, feigning disinterest, as she arranged them. C-A-T-F-O-O-D. A promising start, though she seemed oblivious to the message the universe was sending her. My interest was truly captured when the other human played his word. He laid down five tiles, and I saw it there, nestled between an 'R' and an 'I'. A 'P'. My letter. The initial of the most important being in the household. It sat there on the board, so blatant, so proud. An affront. This "Hasbro" had printed my initial on a cheap wooden wafer for the amusement of these simpletons. This would not stand. The tile had to be liberated. It belonged in my private collection under the credenza, alongside the sparkly ball and that one particularly interesting bottle cap. I began my approach not with a dash, but with a calculated, flowing nonchalance that is the hallmark of my species. I glided from the armchair to the floor, stretched with an air of profound boredom, and hopped onto the ottoman nearby. From there, it was a short leap to the table, a move I executed with the silence of a shadow. The humans were busy consulting their "dictionary," a tome of lies that clearly didn't have a robust enough entry for "Treats, Now." My eyes were locked on the 'P'. It was right there, near the edge of the board. With a flick of my paw, so swift it was a gray-and-white blur, I sent the 'P' flying. It was not a clumsy swipe; it was a targeted extraction. The tile sailed through the air in a perfect arc, landing silently on the plush rug below. I followed it down, nudging it with my nose before batting it into the darkness beneath the sofa. I then sat, began fastidiously grooming my tuxedo-front, and blinked slowly when my human finally noticed. "Hey, where did my 'P' from 'PRIME' go?" she asked, peering under the table. I, of course, offered no clues. The game itself is a ridiculous waste of time, but as a source of high-value heist targets? Infinitely playable.

Battleship Classic Board Game | Strategy Games for Kids and Adults | Ages 7+ | 2 Players | Fun Kids Games | Family Games

By: Hasbro Gaming

Pete's Expert Summary

My human has presented me with yet another plastic contraption from a brand called Hasbro, which seems to specialize in noisy, multi-piece distractions. This one, "Battleship," appears to be a simulation of naval ineptitude for two participants. They sit opposite each other behind ridiculous blue plastic screens and shout letter-number combinations, trying to guess the location of little gray ships. From a feline standpoint, its primary function is clearly not the game itself, which seems dreadfully boring and involves zero chasing. Its true value lies in the dozens of tiny red and white pegs—exquisite, perfectly-sized morsels for batting into the dark nether-regions beneath the furniture, ensuring my human gets some much-needed exercise on their hands and knees later. A potential source of quality chaos, but the game itself is a waste of perfectly good air.

Key Features

  • A CHILDHOOD FAVORITE: The classic game of naval combat! Fun for the whole family, this Battleship board game is an exciting strategy game for kids, teens, and adults
  • HUNT, HIT, SINK, WIN: Enjoy head-to-head naval battles! This easy to learn 2 player game is the ultimate search-and-destroy mission: call a shot and fire. Sink all of an opponent's ships to win
  • 2 PORTABLE BATTLE CASES WITH STORAGE: Convenient and easy to take on the go, this edition makes a great travel game for kids. All the ships and pegs store neatly in the cases
  • OPTION FOR ADVANCED PLAY: This fun family game for kids comes with a Salvo feature that lets advanced players launch multiple attacks
  • FAMILY GAMES FOR KIDS AND ADULTS: Looking for fun family board games or travel games for kids and adults? The Battleship game is a great choice for Family Game Night, rainy days, and vacations
  • GREAT GIFTS FOR KIDS: Strategy board games and classic games make excellent gifts for boys, girls, and kids ages 7+

A Tale from Pete the Cat

The two humans—my primary staff member and the one who smells faintly of another, lesser cat—unfolded the blue plastic monoliths on the low table in the living room. They sat with a peculiar, focused silence, arranging their fleets of miniature gray vessels on a gridded sea. I watched from the arm of the sofa, a gray shadow judging their strange ritual. They were like two opposing lighthouses, beaming useless signals of "B-5" and "H-9" across a vast, uninteresting ocean of plastic. I felt a yawn stretch my jaw. War, it seemed, was terribly dull. My boredom, however, gave way to a dawning sense of purpose. I was not a mere observer of this conflict. I was the environment. The unpredictable, untamable force of nature they had so arrogantly ignored. I descended from my perch with the silent grace of a fog bank rolling in. They were so absorbed in their clicking and pegging, they did not notice the great, furry leviathan rising from the depths of the shag carpet. My whiskers twitched, testing the air. My tail gave a slow, ominous sweep, a tidal warning. One of them declared, "You sunk my battleship!" The triumphant cry was my cue. I placed a single, heavy, white-tipped paw onto the edge of the board. The plastic sea buckled. A frigate capsized. My human murmured, "Oh, Pete, be careful," but they misunderstood. This was not carelessness; it was a demonstration. I was the Kraken. I leaned in, my face a furry moon blotting out the overhead light, and nudged the aircraft carrier with my nose. It slid across three grid squares and collided with a destroyer. A chain reaction of naval chaos, all orchestrated by a single, bored deity. They sighed, abandoning their pointless war to scoop up the scattered ships and rescue the pegs I had already begun to "relocate" to more strategic positions under the radiator. They packed the game away, believing it to be over. They were wrong. The game itself is a failure, a tedious exercise in organized guessing. But as a theater for my own dramatic reenactments of creature features? As a source of perfectly skittery little pegs that will be discovered in dusty corners for months to come? For that, it has earned my temporary, and highly conditional, approval. The humans may have lost, but I had won spectacularly.

Hasbro Gaming Yahtzee

By: Yahtzee

Pete's Expert Summary

My human seems to believe my input is required for a contraption called "Yahtzee." It appears to be a human ritual involving a noisy red cup and five small, spotted cubes. The primary appeal, from my sophisticated standpoint, lies in these cubes. They are perfectly sized for batting across a hardwood floor and, more importantly, for disappearing under heavy furniture, a pastime that provides me with endless satisfaction as I watch the large ones struggle to retrieve them. The rattling cup has some potential as a percussive instrument when knocked from a great height, but the accompanying stack of flimsy paper is merely a pre-shredded bed. Overall, it’s not a dedicated plaything, but its components offer a promising opportunity for high-level chaos and disruption of human activity.

Key Features

  • Dice-rollin' battle game
  • Includes 5 dice and shaker
  • Yahtzee comes with 100 score cards
  • Shaker doubles as a storage case
  • Great family fun

A Tale from Pete the Cat

The air in the living room, usually thick with the comfortable scent of my own magnificent fur and sun-warmed cushions, was suddenly pierced by a sharp, rhythmic rattling. It was an offensive sound, like a thousand trapped cicadas, and it originated from a garish red cylinder in The Provider's hand. She was performing a strange ritual, shaking the object with a focused intensity usually reserved for opening a can of my favorite tuna. I lifted my head from the arm of the velvet chaise, my nap rudely interrupted, and narrowed my eyes. This was not for me, I deduced, but it was happening in *my* space, which made it my business. I observed from my throne as the contents of the red prison were spilled onto the low table. Five small, white blocks, speckled with black dots, clattered across the wood grain. They did not scurry. They did not squeak. They lay there, inert and pathetic. My human and her guest began shouting numbers and scribbling on thin sheets of paper, their faces contorted in what I could only assume was a display of primitive intellectual struggle. I yawned, a delicate and dismissive gesture. This was dreadfully boring. One of the cubes, however, had rolled away from its brethren, coming to a stop near the table’s edge, a lone soldier abandoned by its platoon. With the silent grace befitting my station, I hopped down and sauntered over. The humans were too engrossed in their shaking and shouting to notice my approach. I placed a single, perfectly manicured paw on the errant cube. It felt cool and smooth. I gave it a gentle, exploratory nudge. It tumbled off the edge, landing with a soft *thump* on the rug below. Before either human could react, I executed a perfect pounce-and-scoop maneuver, hooking the cube and flinging it with practiced ease directly under the heaviest part of the sofa. A collective groan rose from the table. Ah, I see now. Their game is a clumsy prequel. The *real* challenge is the one I have just initiated: Tribute to the Under-Sofa Void. I began to purr, a low rumble of victory. The dice, I concluded, were acceptable. The game itself was merely the delivery system.

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

My human has presented another baffling object, a vertical blue grid filled with holes, accompanied by a collection of flat, circular tokens in offensively bright shades of red and yellow. They call it "Connect 4." Apparently, the goal is for the bipedal players to demonstrate their rudimentary grasp of patterns by dropping these little discs into slots. While the sharp *clack* of a token hitting the bottom is briefly stimulating, the true potential of this contraption is clearly lost on them. The only components of value are the tokens themselves, which are perfectly sized for batting under the heaviest, most inaccessible furniture in the house. The rest of it is just a cumbersome plastic barrier, a monument to wasted time that could be better spent stroking my magnificent gray fur.

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 evening began, as many do, with the humans engaging in one of their tedious rituals. They unboxed the blue plastic lattice and set it upon the coffee table, a space I generally reserve for my mid-evening constitutional. They took turns dropping the little colored discs into the top, producing a series of irritatingly rhythmic *clack-clack-clacks*. I watched from the arm of the sofa, my tail twitching in annoyance. Their simple joy was an affront to my sophisticated sensibilities. They were so engrossed in their "strategy," they didn't even notice the perfection of my tuxedo markings as I feigned sleep. Eventually, their limited attention spans waned, and they abandoned the game to stare at the larger, brighter box in the corner of the room. This was my chance. I padded silently across the rug and leaped onto the table for a closer inspection. The plastic smelled of the factory and human hands. The discs sat in their little trays, boring and inert. The grid itself, however, held a certain structural curiosity. It was a prison for the little circles, a cage of order. And at its base, I saw it: a small lever. The release mechanism. I had seen them use it. A simple slide, and the prisoners were freed. Could I? My paws, you see, are not the clumsy appendages my staff possesses. They are precision instruments. I hooked a single, sharp claw around the edge of the lever and pulled. It resisted for a moment, then gave way with a satisfying *click*. The floor of the grid dropped open, and a glorious cascade of red and yellow plastic rained down upon the tabletop. *CLATTER-SKITTER-CRASH!* It was a symphony of chaos, a sudden, beautiful explosion of color and sound. I stared at the glorious mess I had created. The humans, startled by the noise, called my name in that questioning tone they use when I have improved their environment in a way they can't yet comprehend. They could have their lines and their grids. I had discovered the toy's true purpose. It wasn't a game of connection; it was a machine for generating entropy. A device for turning order into a delightful, noisy mess. It is, I have decided, an acceptable tribute, but only because it contains its own wonderful self-destruct button.

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

By: 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.

Sorry! Kids Board Game, Family Board Games for Kids and Adults, 2 to 4 Players, Family Games, Kids Games, Ages 6 and Up

By: Hasbro Gaming

Pete's Expert Summary

My human, in their infinite and often misguided wisdom, has procured a contraption from a brand called Hasbro Gaming, a purveyor of noisy plastic I've had the misfortune of encountering before. This "Sorry!" game appears to be an exercise in organized tedium. They sit around a brightly colored board, moving little, choke-hazard-sized plastic totems based on flimsy cards. The entire point seems to be getting these pawns to a "home" space, with the supposed thrill of sending another's pawn back to the start. Honestly, the only appealing features are the pawns themselves—perfectly sized for batting under the radiator—and the potential for me to introduce true, unscripted chaos into their rigid little system. The rest of it seems a colossal waste of energy that could be better spent, for instance, admiring me.

Key Features

  • GAME OF SWEET REVENGE: Enjoy classic Sorry! gameplay with this Sorry! board game for kids. It's an edge-of-your-seat race to home, so hurry up and get there first
  • FIRST ONE HOME WINS: Who will be the first player to get all 3 of their pawns to the home space? But watch out! Players can get "sweet revenge" by sending each other's pawns back to the starting point
  • SO MANY POSSIBILITIES: Slide, collide, and score to win the Sorry! game. This family game for kids and adults features so many possibilities depending on the card picked up and strategy chosen
  • CLASSIC SORRY! GAMEPLAY: Remember playing the original Sorry! game as a kid? Bring back memories of playing the Sorry! game with family members and introduce it to a new generation
  • FAMILY GAME NIGHT FAVORITE: A go-to game for family time or anytime indoor fun, the Sorry! game for kids is one of the best family games for game night
  • GREAT GIFTS FOR GIRLS AND BOYS: Classic board games make entertaining family gifts for kids ages 6 and up who love group games

A Tale from Pete the Cat

The evening began, as many disappointing ones do, with the crinkle of cellophane. My human unboxed the thing, a garish square of folded cardboard, and began arranging little plastic figures in primary colors. I watched from my throne on the back of the sofa, my tail giving a slow, judgmental thump-thump-thump against the velvet. They called them "pawns." I called them "targets." The humans drew their little cards and began their slow, predictable march around the board, their voices rising and falling with feigned drama. It was, to be frank, pathetic. My gaze fell upon a particularly arrogant-looking red pawn. It had, through a series of what the humans deemed "lucky draws," slid triumphantly past its rivals and was now perched on the precipice of its "home" space. The human controlling it, my human's loud friend, chortled with glee. An unbearable injustice. This small, plastic effigy was receiving more praise than I, in all my gray-furred, white-tuxedoed glory, had received in the last five minutes. This would not stand. With the silent, fluid grace that defines my species, I launched myself from the sofa. I landed in the center of the board with a soft thud that nonetheless sent a shockwave through their fragile little world. Pawns toppled. Cards scattered. Before any of them could react, I zeroed in on the smug red pawn. I did not nudge it. I did not simply knock it over. I gave it a precise, powerful swat with a white-gloved paw, sending it airborne. It executed a perfect parabolic arc before landing with a faint *skitter-click* somewhere in the dark abyss beneath the entertainment center. I then turned, selected a vibrant blue pawn as my trophy, and hopped off the table, leaving a scene of beautiful, satisfying anarchy in my wake. I trotted away, the blue pawn held gently in my mouth. Let them search for their little red man. Let them try to re-establish their silly rules. I had taught them a valuable lesson in what "sweet revenge" truly means. It is not found on a card; it is swift, decisive, and delivered by a superior being who has been temporarily ignored. The game itself is a bore, but its accessories have proven to be of a surprisingly high quality for batting and strategic relocation. I may allow them to bring it out again.

Guess Who? Board Game with Classic Characters by Winning Moves Games USA, Classic Children's Mystery Board Game of Deduction for 2 Players, Ages 6+ (1191)

By: Winning Moves

Pete's Expert Summary

My human has presented me with what appears to be a brightly colored plastic contraption filled with small, flimsy portraits of their kind. They call it "Guess Who?". The premise seems to be a tedious exercise in staring at faces and asking questions, a skill I perfected long ago to determine which human is most likely to offer a treat. While the little flippable plastic windows hold a certain tactile appeal for a discerning paw, the game itself is clearly a distraction from more important activities, like napping, grooming my magnificent tuxedo, and silently judging their life choices. The box, however, might be of a suitable dimension for a nap once they've discarded the useless contents.

Key Features

  • A CHILDREN'S FAVORITE: There's a mystery person on your opponent's card. Can you find the matching face in the crowd. Guess Who is a light game of deduction best suited for young kids.
  • BELOVED CLASSIC: This is the original mystery face game from the 1980's featuring all the same cast of characters!
  • THE SETUP: Both players set up their 24 character cards in their plastic game units. Each player then picks a mystery face card and the fun begins!
  • THE PLAY: Ask the right questions to eliminate the wrong faces. Is the person wearing a hat? Do they have a beard? Once you've got it narrowed down take a guess and see if you can solve the mystery!
  • SKILLS: Playing Guess Who will improve your child's memory, recognition, deduction, and logic!

A Tale from Pete the Cat

The two humans sat opposite each other, the loud *clack* of plastic echoing in my sunbeam. They had erected these strange blue and red shrines, each populated by a gallery of smiling, two-dimensional faces. I observed from my throne—the top of the bookcase—with an air of profound indifference. They called it a "game." I called it an inefficient method for identifying who in the neighborhood gives out the best head scratches. They began their ritual, a call-and-response of banal questions. "Does your person have a beard?" my human asked. I yawned. A beard is no indicator of character. I’ve known bearded men who recoil at the sight of a hairball and clean-shaven ones who know the precise spot behind my ears that induces a purr-quake. Their methods were laughably primitive. They were looking at hair color and accessories; I was analyzing the soul behind the eyes. I decided to grace them with my presence, leaping silently onto the rug between them. My human had their board open. I peered at the faces. So many options. But the answer was obvious. Their opponent, the smaller human, had chosen "Maria." I knew it instantly. Maria's picture had a tight, insincere smile, the kind worn by people who say "Oh, he's so fluffy!" but then hesitate to actually touch the fluff. My human, bless their simple heart, was focusing on hats. I'd had enough. In a fluid motion, I hopped onto the table, placing a single, pristine white paw directly on Maria's card on my human's board. I then flicked down her "hat," as if to say, "The headwear is irrelevant, you fool." My human stared, first at my paw, then at the card, then back at their opponent. "Is it... Maria?" they asked, a note of disbelief in their voice. The smaller human shrieked with delight. "Yes! How did you know?" My human looked at me, their eyes wide with a mixture of awe and confusion. I simply stared back, then began meticulously cleaning my paw. I had not played their game. I had transcended it. My work here was done. I hopped off the table in search of a more intellectually stimulating activity, like watching a dust bunny drift under the sofa. The game was, I suppose, a decent enough vehicle for proving my omniscience.

SEQUENCE- Original SEQUENCE Game with Folding Board, Cards and Chips by Jax ( Packaging may Vary ) White, 10.3" x 8.1" x 2.31"

By: Jax

Pete's Expert Summary

My human has presented a new object for my inspection, a flat box from a company called Jax. Inside, they've unfurled a large, foldable square marked with a grid and pictures of... well, pictures of the thin, flimsy rectangles they're also holding. The main attraction, from my point of view, is the collection of 135 small, smooth, colorful discs. The humans seem to think the point is to place these discs on the grid in a line, a pointless endeavor. I, however, see it for what it is: a magnificently comfortable, large, flat napping surface temporarily cluttered with a generous supply of perfectly bat-able, under-the-sofa-skittering pucks. The "game" itself is a waste of my time, but the components show promise.

Key Features

  • Play a card from your hand, and place a chip on a corresponding space on the game board - when you have five in a row, it’s a SEQUENCE
  • Each player or team tries to score the required number of five-card SEQUENCES before their opponents
  • Easy enough for children, challenging for adults!
  • Exciting gameplay develops STEM skills like strategy
  • Includes 1 Folding Game Board (19.75" x 15.25"), 2 Decks of SEQUENCE Playing Cards (2.25" x 3.5"), 135 Playing Chips (50 Green, 50 Blue, 35 Red), and Complete Instructions
  • For 2-12 players, ages 7 and up

A Tale from Pete the Cat

It was a night of great import. The humans called it a "party," but I recognized the signs of a summit meeting. The Chieftain (my human) and her allies gathered around the low table in the den, unfurling a great, gridded map of a previously unknown territory. They spoke in hushed, strategic tones. I, as the wise and furry vizier of this domain, naturally assumed my position directly in the center of the map. My presence was essential for a balanced outcome. After a brief and failed attempt to "move" me, the Chieftain sighed and the summit began around my magnificent gray-and-white form. They began deploying their assets. The humans would consult thin, decorated tablets ("cards") and then place their colored markers—blue, green, and a curiously small contingent of red—onto the gridded map. It was a slow, deliberate affair, a cold war played out in plastic. My tail twitched. The blue faction was making a foolish advance near the eastern edge, leaving their flank exposed. The green faction was building a defensive line, but their supply chain seemed tenuous. I groomed a shoulder, feigning indifference, but my strategic mind was racing. Then, it happened. A blue marker was placed with careless bravado right near the edge of my tail. An offering? A challenge? I interpreted it as a tribute, a plea for my intervention. I accepted. With a flick of my paw so swift the human eye could barely register it, the blue marker was launched from the map. It sailed through the air in a graceful arc before executing a perfect skitter-slide under the heavy credenza. A gasp went through the assembly. The summit was paused. Frantic, ineffective searches were conducted. The humans, unable to retrieve the lost marker, eventually declared it a casualty of war and resumed their strange ritual. But the balance of power had shifted. The blue faction was now visibly shaken, their confidence shattered by the mysterious disappearance of one of their own. I closed my eyes, a serene smile on my face. They could have their little game of lines and colors. I understood the true nature of power and chaos. The game was, I decided, a most excellent addition to my household. Not for the game itself, but for the delightful opportunities it presented to remind these giants who truly ran the war room.