A photo of Pete the cat

Pete's Toy Box: Strategy Game

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 seems to have acquired another one of their bafflingly static pastimes. This "SEQUENCE" contraption from a company called Jax is, by all appearances, a glorified sitting-still-and-staring machine. They unfold a large, patterned mat—admittedly a prime surface for an impromptu nap—and then spend ages arranging little colored discs on it. The true value, which they seem to have missed entirely, lies not in the "strategy" but in the components. One hundred and thirty-five perfectly round, skitter-friendly chips in three alluring colors and two whole decks of cards just begging to be batted under the nearest piece of furniture. While the humans waste their time trying to make lines, I see a treasure trove of individual, high-quality chase toys. A promising, if misunderstood, delivery.

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

The evening began with an unwelcome disturbance. My human and her chosen companion for the night forsook their usual ritual of screen-staring to unfurl a strange, papery landscape on the coffee table. It was a grid of repeating faces, a truly unsettling design choice. From my observation post on the velvet armchair, I watched with deep suspicion as they produced a small hoard of plastic discs—gleaming blue, green, and a particularly vibrant red. They spoke in low, serious tones, placing the discs on the faces with a deliberation I usually reserve for selecting the most sun-drenched spot on the rug. I decided a closer inspection was required. A silent leap, a four-point landing as soft as falling ash, and I was upon the field of play. My white-gloved paws looked striking against the dark board. The humans froze, their hands hovering over their collections of flat, rectangular portraits. "Pete," one of them whispered, a warning note in their voice. I ignored it. My focus was singular. A red chip, placed precariously near the edge, shone like a drop of solidified wine under the lamp light. It wasn't a game piece. My superior intellect understood its true nature immediately: it was a key. What it unlocked, I wasn't sure. Perhaps a portal to the dimension where all the lost jingle balls reside. Perhaps it was a condensed nugget of pure, unadulterated chaos. I extended a single, careful claw and flicked. The key spun, a scarlet blur, before skittering off the board and across the hardwood floor with the most magnificent *clack-clack-skitter-skitter* sound. The humans gasped. I took this as my cue. Leaping from the table, I pounced, batting the disc under the heavy curtains. It was a successful extraction. I returned to my armchair, the red key safely hidden, and began a meticulous grooming of my pristine tuxedo front. The humans, after a moment of what I interpreted as awestruck silence, sighed and retrieved a new red disc from their bag. Fools. They had an endless supply of keys, yet they insisted on this pointless ceremony of lines and squares. Let them have their tedious game. I had discovered its true purpose. One by one, I would liberate every single one of those little treasures until the world was once again safe for proper, dignified napping. This SEQUENCE was, in its own way, a masterpiece of interactive art, but only for an audience intelligent enough to appreciate it.

Azul Board Game - Strategic Tile-Placement Game for Family Fun, Great Game for Kids and Adults, Ages 8+, 2-4 Players, 30-45 Minute Playtime, Made by Plan B Games

By: Azul

Pete's Expert Summary

My human has acquired what they call "Azul," a contraption of cardboard and shiny bits. They seem to believe the point is to arrange these colorful, clinking stones—which possess a delightful heft and a most tempting smoothness—into patterns on a flimsy board. The true value, of course, lies not in their tedious "strategy," but in the potential for batting these exquisite little pieces under the sofa, one by one. The little cloth bag they come in also shows promise as a potential ambush-and-wrestle target. However, the whole affair requires the humans to sit still and ignore me for extended periods, a fundamental design flaw. It’s likely a temporary diversion before they return to their primary purpose: serving me.

Key Features

  • AWARD-WINNING STRATEGY GAME: Azul is an award-winning board game that challenges players to create stunning tile mosaics while making strategic decisions and competing for high scores.
  • BEAUTIFUL TILE ARTWORK: Featuring beautifully crafted, colorful tiles, Azul immerses players in the art of mosaic design, inspired by the traditional Portuguese azulejos.
  • EASY TO LEARN, CHALLENGING TO MASTER: With simple rules and deep strategic choices, Azul is accessible to new players yet offers satisfying complexity for experienced gamers.
  • PERFECT FOR FAMILY GAME NIGHT: Designed for 2-4 players, Azul is a fun, engaging game for family and friends, bringing together kids, teens, and adults for memorable game nights.
  • REPLAYABLE & ENGAGING: Each game of Azul provides a unique experience with endless possibilities, making it highly replayable and perfect for repeated enjoyment.

A Tale from Pete the Cat

The sound was what pricked my ears first, pulling me from a perfectly good sunbeam-nap. It wasn't the usual crinkle of a treat bag, but a deeper, more resonant cascade. *Clink, clatter, shushhh.* It was the sound of a hundred smooth, heavy pebbles being poured from a sack. I uncurled, my gray tuxedo immaculate as always, and padded silently to the edge of the living room rug. The Tall Ones were hunched over the low table, their faces grim with the concentration usually reserved for preparing my wet food. Before them lay a treasure hoard. They were drawing them from a simple cloth bag, these brilliant little squares of polished resin. Reds like the heart of a fresh kill, blues as deep as the sky at twilight, stark whites like chips of bone. They called it a "game," this bizarre ritual of sorting my newfound jewels. I watched from the shadows under the armchair, a silent guardian assessing the intruders. They placed the tiles onto circular cardboard platters, their clumsy fingers fumbling with what was clearly meant for a more refined touch. Mine. They spoke of "factories" and "patterns," nonsense words that failed to capture the hoard's magnificence. My gaze fixed on a single, perfect tile. It was one of the white ones, stark and pure, that a human had carelessly left on the edge of a "factory display." It shone under the lamp like a dragon's tooth. While my foolish human was busy calculating some pointless "score," his companion was momentarily distracted by a buzzing phone. This was my moment. I did not pounce. Pouncing is for kittens. I flowed. A liquid shadow, I moved from under the chair, my paws making no sound on the wood floor. One precise, elegant extension of my foreleg, a single unsheathed claw for purchase, and the tooth was mine. I snagged it and retreated to my cavern beneath the sofa with my prize. The satisfying *skitter-skitter* as I batted it across the floorboards was a far better game than the one the humans were playing. They eventually noticed its absence, their calls of "Pete, did you take a tile?" echoing like the lament of fools who let treasure slip through their grasp. Let them have their cardboard and their rules. I had the finest piece of the collection. This "Azul" was, I concluded, a most excellent system for the periodic delivery of high-quality, portable treasures. It is worthy.

Gamewright - Forbidden Island - Cooperative Strategy Survival Board Game, 2-4 Players

By: Gamewright

Pete's Expert Summary

My human, in her infinite and often misguided wisdom, has procured a flat box from a company called Gamewright. Inside is what they call a "cooperative" game, which seems to mean the humans must huddle together and make noises at a piece of cardboard instead of directing their attention to its proper subject: me. The premise involves them scurrying around a "Forbidden Island" to steal "sacred treasures" before the whole thing sinks into the sea. Frankly, the idea of a napping surface that actively shrinks over time is a catastrophic design flaw. However, the mention of small, easily batted-around "treasures" and little wooden pawns that look perfectly sized to be lost under the radiator does pique my interest. It is likely another pointless human ritual, but it may produce some collateral amusement for a superior being such as myself.

Key Features

  • STRATEGIC ADVENTURE: From renowned game creator, Matt Leacock, Forbidden Island offers a cooperative strategy experience; Engage in a mission to capture sacred treasures, while enhancing problem-solving skills and creative thinking.
  • INNOVATIVE GAMEPLAY: Features rich illustrations and dynamic gameplay mechanics; This game stands out with its unique challenges and engaging storyline, keeping players entertained.
  • FAMILY-FRIENDLY FUN: Designed for ages 10 and up, accommodates 2 to 4 players; Perfect for family game nights, fostering teamwork and cooperation.
  • VISUAL APPEAL: Stunning visuals bring the perilous paradise to life; The game's intricate design captures the imagination, making each session visually engaging.
  • ENHANCES SKILLS: Promotes strategic thinking and teamwork; Ideal for improving decision-making and collaboration, providing a rewarding and educational gaming experience for everyone.

A Tale from Pete the Cat

The unveiling was, as expected, a ceremony of mediocrity. My human and her chosen companions laid out a grid of colorful squares on the coffee table—my auxiliary napping dais. They spoke in hushed, serious tones of "Fool's Landing" and the "Cave of Embers," pointing their clumsy fingers at the illustrations. I observed from the arm of the sofa, giving my gray tuxedo a perfunctory wash, feigning disinterest. They were plotting. This wasn't a game; it was a territorial map, and these oafs were planning an invasion. Their little wooden pawns began their slow, predictable march across my domain. The "Whispering Garden" tile they so coveted? That is the precise location of my afternoon sunbeam. The "Tidal Palace"? The spot in front of the food bowl. I allowed their initial incursion, watching with narrowed eyes as they chattered about "shoring up" flooded tiles. Amateurs. A gentle, almost accidental, flick of my tail sent the "water level" marker up a notch. They gasped in unison. "The island is sinking faster than we thought!" one of them cried. I merely blinked. Your island? My floor. My rules. The true insult came when they began to claim the "treasures." These small, shiny totems were clearly representations of my own sacred artifacts. The "Crystal of Fire" was the elusive red dot I hunt at dusk. The "Ocean's Chalice" was my perpetually-too-empty water dish. As the human they call "Dave" reached for the little blue chalice piece, I decided to intervene. It was not a chaotic pounce, but a deliberate, flowing movement. I landed on the table with the silence of a shadow, placing my pristine white paws directly onto the tiles representing the "Cliffs of Abandon" and the "Phantom Rock." I stared directly at Dave, a low rumble vibrating in my chest. His hand froze mid-air. The other humans fell silent, their "strategy" forgotten. With a delicate, almost surgical precision, I extended a single claw, hooked the "Ocean's Chalice" from its tile, and slid it beneath my chin. I then settled into a loaf, my gaze unwavering. The message was clear: this expedition was over. The treasures of this land belong to its one true ruler. While the board itself is a flawed, shrinking asset, the game of thwarting my staff's feeble attempts at conquest has proven to be a surprisingly worthy diversion. I shall permit them to try again tomorrow.

Mattel Games Blokus XL Strategy Board Game, Family Game for Kids & Adults with Colorful Oversized Pieces & Just One Rule (Amazon Exclusive)

By: Mattel Games

Pete's Expert Summary

Ah, another human contraption. This one appears to be a large, gridded plastic board accompanied by a trove of colorful, oddly-shaped plastic pieces. The humans call it a "strategy game," which seems to involve them taking turns placing these trinkets onto the grid, trying to claim territory. A rather primitive imitation of my own daily demarcation of the household, if you ask me. From my perspective, the primary appeal is twofold: the oversized board presents an excellent, centrally-located napping platform, and the sheer number of small, lightweight pieces promises hours of entertainment batting them under various pieces of furniture. The actual "game" they play seems like a dreadful bore, but the components themselves have potential.

Key Features

  • The XL game board measures 12 x 12 inches – almost 2 inches larger than the regular game!
  • Perfect strategy game for the whole family -- less than a minute to learn with fun challenges for all ages!
  • Players take turns placing their 21 pieces on the board: each piece must touch another of the same color, but only at the corners!
  • Stake your claim and protect your territory by fitting as many of your pieces on the board as possible while strategically blocking your opponents!
  • The game ends when no more pieces can be placed down, and the player with the lowest number remaining wins!

A Tale from Pete the Cat

The box opened with a sound like tearing prey, and from it, my human—the one I call The Can Opener—unfurled a flat, gray world. It was a plateau of perfect squares, a monochrome landscape that offended my sophisticated palate. Then, she spilled forth the treasures: plastic constellations of sapphire blue, ruby red, emerald green, and sunstone yellow. They were beautiful, angular, and clearly some kind of tribute. The Can Opener and her mate began a strange ritual, placing the "pieces" on the grid, murmuring about "corners" and "blocking." They thought they were playing a game. How quaint. I watched from my perch on the armchair, tail twitching, interpreting the tableau for what it truly was: a prophecy. This was no game board; it was a map of the cosmos, and the pieces were celestial bodies vying for dominance in the heavens. The Can Opener's clumsy placement of a blue "L" shape was not a strategic move, but a celestial event—the birth of a new nebula in a distant quadrant. Her mate’s red piece, a jagged cross, was a dying star going supernova, threatening to consume the blue. They were merely acting out a drama far grander than their simple minds could comprehend. But their interpretation was flawed. They spoke of rules, of limitations. The universe has no such neat little corners. It is chaos and elegance, a storm of creation and destruction. And it was missing the most important piece of all. As The Can Opener reached for another blue shard, I descended. A silent, gray phantom, I leaped onto the board, my tuxedo-furred form the embodiment of a singularity. The pieces scattered. I was the missing element: the black hole at the center of their flimsy galaxy, the gravitational truth around which all their colored trinkets were meaningless. I settled into a loaf, placing my chin on my white paws. The prophecy was complete. The board, I decided, made an excellent pedestal, and the pieces would make for fine sport once I’d awakened from my cosmic duties. It is… acceptable.

HUES and CUES - Vibrant Color Guessing Board Game for 3-10 Players Ages 8+, Connect Clues and Guess from 480 Color Squares

By: USAOPOLY

Pete's Expert Summary

So, the Provider has acquired another colorful rectangle, this one from a company called USAOPOLY. It's called 'Hues and Cues,' and it appears to be a primitive communication tool for the bipedal members of the household. They gather around it, making strange noises while trying to describe one of the 480 colored squares to each other. While the sheer variety of hues is mildly stimulating to my sophisticated visual cortex, the game itself seems a dreadful waste of energy. The true value, of course, lies in its potential as a premium napping surface, conveniently located at the center of all human attention. The little player pieces might offer a moment's diversion before they inevitably disappear under the sofa, but the main event is the board itself—a throne in waiting.

Key Features

  • VIBRANT COLOR GAME: Challenge friends and family to connect words with colors in the engaging Hues and Cues, featuring 480 colorful hues for limitless fun!
  • FUN FOR ALL AGES: Perfect for family game nights, parties, or casual play, this game brings players of all ages together with simple rules and exciting gameplay.
  • UNIQUE EXPERIENCE: No two rounds are the same! Hues and Cues provides a new and unique experience with each playthrough, keeping the fun fresh and engaging.
  • CREATIVE AND INNOVATIVE: Use just one or two word clues to guide others to the right hue, sparking creative thinking and fostering fun team interaction.
  • QUICK TO LEARN: Hues and Cues offers fast-paced action with easy rules, making it enjoyable for both casual players, and gaming enthusiasts.

A Tale from Pete the Cat

The box hissed open, releasing the scent of pressed cardboard and industrial ink, an aroma that always signaled an impending period of human distraction. They unfurled a large, flat board, a dizzying mosaic of colors that seemed to shimmer under the living room lights. I watched from my perch on the armchair, my tail giving a slow, judgmental thump-thump-thump against the upholstery. They called it a game, this strange ritual of pointing and guessing. I called it an elaborate prelude to ignoring me. The first round began. My human’s friend, the one who always smells faintly of rain and other, lesser animals, was the "cue giver." She studied her card with a furrowed brow. "Okay," she announced to the room, "the clue is... 'sunrise'." A pathetic clue. I have witnessed countless sunrises from the prime real estate of the windowsill. Sunrise is not a single color; it is a symphony. It is the pale, milky lavender before the dawn, the shocking slash of magenta, the soft, buttery yellow that promises warmth on my fur. Which of these did the simpleton mean? The other humans placed their little cone-shaped tokens on various shades of orange and pink, their guesses as clumsy as their movements. I remained aloof until the third round. It was my Provider's turn. He drew a card, and a slow smile spread across his face. He looked directly at me, a glimmer of what I could only interpret as a challenge in his eyes. He leaned forward. "My clue," he said, his voice low and deliberate, "is... 'Pete's eyes'." The room fell silent. All human heads turned to me. I stiffened. This was no longer a game. This was an examination. They were attempting to capture my very essence on their foolish grid. I saw their hands hover over the greens, the yellows, the teals. One of them placed a token on a bright, garish lime green. An insult of the highest order. With a sigh of profound disappointment in their perceptive abilities, I rose. I stretched, extending each claw for emphasis, and leaped silently from the chair to the floor. I padded across the rug, my paws making no sound, and hopped onto the table. The humans gasped. I ignored them, my gaze fixed on the board. I scanned the 480 squares, dismissing the olive drabs and the forest greens. My eyes are the color of new spring leaves backlit by the morning sun, with flecks of ancient gold. There. I found it. A specific, luminous, yellow-green square. I walked across the board, my tuxedo neat and unruffled, and sat down directly upon it, tucking my paws beneath me. I stared at my Provider. The room erupted in what they call "cheers." They thought it was cute. I knew it was a correction. The game, I decided, was flawed, but it had its moments of clarity. It was, for now, worthy of my supervision.

Splendor Board Game (Packaging May Vary) - Master The Art of Wealth and Prestige! - Engaging Gem Mining Strategy Game for Kids & Adults, Ages 10+, 2-4 Players, 30 Min Playtime, Made by Space Cowboys

By: Space Cowboys

Pete's Expert Summary

My human seems to have acquired yet another box of colorful cardboard, this one from a purveyor of goods calling themselves "Space Cowboys"—a name so undignified I initially assumed it was for the dog. This "Splendor" contraption is apparently a game where the bipedal staff of my household pretend to be merchants, hoarding little pictures of mines and ships. The true appeal, however, lies not in the flimsy cards (though they might be adequate for shredding), but in the delightfully heavy, circular tokens they call "gems." These weighty, smooth discs have a satisfying heft that promises a superior skittering-across-hardwood experience. While the humans are busy with their tedious "strategy," I shall be assessing the aerodynamic properties and paw-feel of their so-called wealth. The box itself is also of a respectable size, a potential candidate for a secondary napping location, provided I can convince them to empty it of its contents permanently.

Key Features

  • ENGAGE IN STRATEGIC PLANNING: Splendor is a fast-paced, engine-building game where players assume the roles of Renaissance merchants striving to buy gem mines, transportation means, and shops to acquire the most prestige points.
  • BUILD YOUR GEM EMPIRE: Collect gems, acquire developments, and attract noble patrons to amass prestige and become the ultimate gem merchant.
  • SIMPLE YET DEEP GAMEPLAY: Perfect for both beginners and seasoned gamers, offering a blend of tactical depth and easy-to-learn rules. Enjoy quick rounds that pack a lot of strategic decisions into short, intense game sessions.
  • REPLAYABLE FUN: With multiple paths to victory and a dynamic setup, Splendor offers endless replayability for hours of strategic enjoyment.
  • AWARD-WINNING DESIGN: Designed by Marc André and illustrated by Paul Vérité, celebrating Splendor’s 10th anniversary with this revamped version, enhancing both aesthetic appeal and gameplay dynamics.

A Tale from Pete the Cat

The ritual began, as it often does, with the crinkle of shrink-wrap and the dull thud of a box lid hitting the coffee table. From my observation post atop the velvet armchair, I watched my human and their guest lay out the artifacts. Cards, yes, dull and predictable. But then came the sound—a heavy, satisfying *clink-clack* as they piled up stacks of colored discs. My ears swiveled forward, my tail giving a single, interested flick. These were not the cheap, hollow plastic of lesser offerings. These had substance. They shone under the lamplight like captured jewels, which, my human’s babbling confirmed, is what they were supposed to be. I descended from my throne with the calculated silence of a predator. They were too engrossed in their "engine-building," a term that sounded dreadfully laborious, to notice my approach. My gaze locked onto a stack of sapphire-blue tokens. The humans called them "gems," and spoke of "purchasing developments." I saw them for what they were: perfect, palm-sized pucks of pure potential. As one of the humans reached for the stack, I saw my opening. I placed a single, immaculately clean white paw directly on top of the pile, halting their transaction. I stared my human dead in the eye, a silent declaration that this treasury was now under new management. A brief standoff ensued. The human’s hand hovered, uncertain. I held my ground, a furry gray monarch protecting his hoard. Then, with a slow, deliberate motion, I extended a single claw and hooked the topmost blue token. I did not bat it wildly; that is for kittens and fools. I slid it, with immense grace, toward the edge of the table. It hung there for a moment, a perfect sapphire moon, before I gave it a final, decisive tap. The token fell, not with a clatter, but with a rich, resonant *thock* against the hardwood floor, followed by a glorious, whispering *skitterrrrr* as it slid under the bookshelf. The humans gasped. I, however, simply began a meticulous grooming of my shoulder, the very picture of nonchalance. Their game was about acquiring prestige. I had just demonstrated what true prestige looked like. These "Space Cowboys" had unwittingly created the perfect tribute delivery system. The game is, therefore, worthy. It provides me with treasure, and the humans with a welcome distraction. I shall permit it.

Ticket to Ride Board Game - A Cross-Country Train Adventure for Friends and Family! Strategy Game for Kids & Adults, Ages 8+, 2-5 Players, 30-60 Minute Playtime, Made by Days of Wonder

By: Days of Wonder

Pete's Expert Summary

My Staff has presented me with another of their flat, perplexing cardboard entertainment rectangles. This one, by a brand with the naively optimistic name "Days of Wonder," appears to be a simulation of territory control. It contains a large, foldable map of some human-centric landmass and, more importantly, a trove of small, colorful, plastic oblongs that they call "trains." The supposed purpose is for the humans to stare at cards and methodically place these plastic morsels along designated lines. For a being of my superior intellect and reflexes, the appeal is not in the slow, plodding "strategy," but in the potential of those little plastic trains. They are perfectly shaped for a swift batting, and I suspect they would skitter magnificently across the hardwood floor before disappearing under the credenza. A tedious distraction for them, but a potential source of high-quality "chase and lose" items for me.

Key Features

  • FAST-PACED STRATEGY: Race to build your train routes across iconic American cities in this award-winning board game.
  • COMPETITIVE FUN: Challenge friends and family in a 2-5 player game, where every move counts.
  • COLLECT TRAIN CARDS: Strategically gather train cards to claim routes and earn points.
  • TICKET TO SUCCESS: Plan your routes wisely with ticket cards for bonus points.
  • ENDLESS REPLAYABILITY: Enjoy hours of entertainment with this classic board game.

A Tale from Pete the Cat

The evening began with the usual ritual: the Great Unfolding. The Staff spread the crinkly, colorful territory map across the dining table, a domain I typically reserve for my mid-afternoon meditations. They failed to appreciate that the blue expanse they called "Pacific Ocean" was, in fact, the precise location of my preferred sunbeam. An immediate demerit. They then unceremoniously dumped the contents of several small bags—a cascade of tiny, brightly colored plastic logs. My initial analysis concluded they were some form of exotic, inedible prey. I watched from my perch on a nearby chair, tail giving a slow, judgmental thump-thump-thump against the cushion. My Male Human, a notoriously poor strategist in all things cat-related, began placing his little black trains in a clumsy line from what he called "New York" to "Pittsburgh." I recognized this route immediately. It was the well-worn path from the Kitchen Food Dispensary to the Living Room Scratching Post. An audacious claim on his part. My Female Human, slightly more clever, began hoarding a collection of blue cards, her eyes darting between the map and her hand. She was attempting to secure the "Los Angeles" to "Miami" route—a critical cross-country corridor that connects the Warmest Spot by the Window to the Water Bowl. I could not let this chaotic mismanagement of my household's infrastructure stand. This was not a game; it was a blatant and deeply flawed attempt at logistical planning. As the Male Human reached for another black train to block the Female's progress near "Oklahoma City" (the neutral territory of the hallway rug), I made my move. With the fluid grace only a creature of my standing possesses, I leaped onto the table. The humans gasped, a sound I interpret as awe. I ignored their trivial pieces and strode directly to the center of the board, to "Kansas," the nexus of all household activity. I then delicately, precisely, used my paw to sweep a single, unclaimed yellow train from the supply pile and deposit it squarely on the "Denver" to "Omaha" connection. It was a masterstroke, a move so subtle yet profound they could not possibly comprehend its meaning—I had just secured the high ground of the cat tree to the secondary napping spot on the office chair. They laughed, attributing my action to random feline whimsy. Fools. This "Ticket to Ride" was an unworthy game for them, but an excellent strategic map for me. I will permit its continued presence.

Hasbro Gaming Risk Strike Cards and Dice Game for Adults, Teens, and Kids, Quick-Playing Strategy Game, 2-5 Players, 20 Min. Average, Fun Summer Activities, Vacation Travel Essentials, Ages 10+

By: Hasbro Gaming

Pete's Expert Summary

My human seems to believe my opinion is required on this... *thing*. It's a box from Hasbro Gaming, a purveyor of loud, crinkly objects designed to distract them from their primary duties, such as filling my food bowl and providing chin scratches. This particular distraction, "Risk Strike," is apparently a faster, more portable version of some grander, time-wasting ceremony. They've done away with a large, comfortable napping surface (a "board") in favor of flimsy cards and small, hard dice that will inevitably get batted under the furniture. The whole affair is supposed to be over in 20 minutes, which is its only redeeming quality. Frankly, the strategic maneuvering they call "sabotage" and "bombardment" is laughable compared to my own calculated trips across a keyboard, but the box seems sturdy and the shiny "domination coins" might have some value as trinkets for my hoard.

Key Features

  • RISK GAME AS CARD AND DICE GAME: Fast and fierce world domination! Get off the board and right into the action with this quick-playing Risk Strike cards and dice game, a fresh way to play the Risk game
  • PLAY IN ABOUT 20 MINUTES: Enjoy all the intensity of the Risk board game in a fast-paced, easy-to-set up card and dice game! The Risk Strike strategy game can be played in as little as 20 minutes
  • DICE BATTLE TO CONQUER CONTINENTS: In this game of strategic conquest, players compete to dominate the most continents. Roll the dice to battle your rivals for one of the 42 continent cards
  • BOLD STRATEGY: Strategize with tactics cards, featuring troops and battle actions. Declare your attack and deploy your troops. Players can rally, sabotage, bombard, spy, and perform other tactical maneuvers
  • COLLECT DOMINATION COINS TO WIN: Includes 6 colored domination coins. Claim one by collecting a complete set of continent cards. Be the first player to collect 2 domination coins to win
  • FAST FUN ANYTIME: The Risk Strike family card game brings edge-of-your-seat excitement to game nights and more! It's a fun game for fans of the original Risk board game and newcomers alike, ages 10+

A Tale from Pete the Cat

The humans emptied the contents of the box onto the low table in the den, a space I generally consider to be an extension of my napping domain. I watched from the arm of the sofa, my tail giving a slow, judgmental thump against the upholstery. Cards were shuffled, dice were rattled—the usual cacophony of a night dedicated to ignoring me. My initial assessment was bleak. It was yet another collection of colorful cardboard destined to absorb their attention. I was about to pointedly turn my back on the whole affair when a glint of light caught my eye. One of them placed a small, metallic disc on the table. It was heavy, you could tell by the solid *thump* it made. It shone under the lamplight, a perfect circle of burnished gold. A "Domination Coin," the taller one announced. The name was preposterous, but the object itself was a thing of sublime beauty. It was a trophy. Suddenly, the ridiculous ritual took on a new, profound meaning. This wasn't a game. It was a complex, arcane ceremony they performed to summon these treasures from the ether. They were my unwitting jewelers. My focus sharpened. Their silly shouts about "conquering North America" and "deploying troops" became mere background noise. I watched the coin, the singular point of value in this sea of mediocrity. They were all distracted, one of them rolling the dice with far too much vigor. This was my moment. I slipped from the sofa, my gray and white form melting into the shadows of the room. I moved with a purpose they, in their clumsy bipedal state, could never comprehend. A silent leap onto a nearby footstool gave me the perfect vantage point. With the grace of a falling feather, I landed on the far corner of the table. They didn't even notice. Their eyes were fixed on the dice. My paw, a velvet glove hiding daggers, extended. I did not swat or bat; this was not play. This was an acquisition. I hooked a single claw into the edge of the coin and slid it toward me with surgical precision. It tumbled silently into my waiting mouth. I was gone before the next human even declared an attack, retreating to my lair beneath the armchair with my prize. The cool, smooth metal was a comfort against my tongue. The game, I decided, was an absolute masterpiece. It produced treasure. I would allow them to play it again tomorrow.