Teacher Created Resources Connectegories: The Card Game Where Words Connect, Categories Collide, and Language Skills Skyrocket! for Ages 7+, 2-6 Players

From: Teacher Created Resources

Pete's Expert Summary

My human has procured a box of stiff, colorful rectangles, which she and other large, clumsy beings arrange on the dining table with far too much concentration. Apparently, the goal is to stare at pictures of things—a "dog," a "ball" (an inferior, non-crinkly type)—and link them together with abstract concepts, a process that seems to produce an inordinate amount of self-congratulatory noise. They call this "skyrocketing language skills." I call it an organized mess. While the small cards might be suitable for batting under the sofa and the box itself is a promising napping vessel, the "game" itself appears to be a colossal waste of energy that could be better spent staring intently at a dust bunny.

Key Features

  • Make Connections in All Directions: Players young and old can use word skills and strategy to connect everyday words in as many ways as possible.
  • What’s Inside the Box: Each box contains 123 Game Cards and a Category Card Stand. There are 99 Word Cards that include the name of a common object or animal and a photograph of that object or animal. There are also three color-coded levels of Category Cards (24 cards in all). An easy-to-follow instruction booklet tells you all you need to know about how to set up the game, how to play, and how to win. The booklet also includes a QR code to view a video for extra guidance on gameplay and scoring.
  • How to Play: Players activate a new Category Card or use one already on the board. They then connect Word Cards that fit into those categories and try to maximize points by making connections in more than one direction. Build and extend the gameboard, using as many cards as possible to earn the most points. Watch a web of words grow as the connections take hold! The first player to 50 points is the winner.
  • How It Can Help: As younger players gain practice in quickly categorizing how words are built (with consonants, vowels, and syllables), they will better learn how words are spelled and pronounced. As more and more connections are made, mental math becomes a helpful tool players can use to tally up point totals in search of the most strategic play possible.
  • Fun for Everyone: The everyday words are ones that even young learners will know. The basic gameplay is simple to learn and understand. However, even adults will be engaged by the strategies that can be used to maximize scores.
  • At Home, In the Classroom, and On the Go: This game was designed by teachers for teachers, parents, and kids. It’s perfect for small-group work in the classroom, and it makes for an entertaining and educational addition to Family Game Nights at home or on vacation.
  • Ideal for 2-6 players, ages 7+.

A Tale from Pete the Cat

The affair began, as these things so often do, with the crisp snap of a cardboard lid being opened. I observed from my strategic perch atop the bookcase, my tail giving a slow, judgmental twitch. My human and her chosen companion spread the glossy cards across the table, their primate minds alight with the thrill of simple patterns. They spoke in code, a series of pronouncements: "Things you find in a kitchen." "Starts with the letter 'B'." It was all terribly pedestrian. I could see the connections they couldn't, the true, esoteric web that bound the universe together. They were fumbling, placing a card with a 'Bed' next to one with a 'Banana'. Fools. They saw shared letters; I saw a profound statement on the futility of seeking comfort in a world of perishable goods. A yawn escaped me, a silent critique of their lack of vision. My human was losing, her face scrunched in a way that usually preceded the opening of a can of inferior, pate-style food. I could not allow this. Her victory was paramount to my continued comfort. With the silent grace of a shadow, I descended from my perch and landed weightlessly on the table. A gentle "No, Pete," was uttered, but it lacked conviction. My time was now. I ignored their clumsy, alphabetical "logic" and began my work. With a delicate push of my paw, I nudged the 'Fish' card away from 'Fork' and placed it next to the 'Box' card. The perfect connection: a vessel for transport, a place of safety, the very essence of a delivery from the Chewy gods. I then sat firmly upon the 'Dog' card, neutralizing its chaotic energy and preventing my human from making a disastrous play. They misinterpreted my strategic genius as a simple desire for attention, eventually lifting me from the table and placing me on the floor. But the damage—or rather, the *correction*—was done. My human, inspired by my subtle rearrangement (or so I choose to believe), suddenly saw a new path to victory. She won, and my dinner that evening was the good stuff with the gravy. This "Connectegories" is, therefore, a flawed tool. It relies on a primitive, surface-level understanding of the world. However, as an instrument through which a superior being can guide their clumsy staff toward a mutually beneficial outcome, I must concede it has its merits. It is worthy, but only when properly supervised.