Hasbro Gaming Trouble Kids Board Game, Pop-o-Matic Trouble Game, Kids Games for 2-4 Players, Family Board Games for Kids, Kids Gifts, Ages 5 and Up, Packaging May Vary

From: Hasbro

Pete's Expert Summary

It appears my human has presented me with a contraption for their own amusement, a so-called "game" named, with a distinct lack of subtlety, "Trouble." It is a flat, colorful board upon which they move little plastic pegs after consulting a die trapped within a clear plastic dome. The primary appeal for them seems to be pressing this dome to make a loud *pop* noise, an act they find endlessly fascinating. For a being of my refinement, the true potential lies not in their tedious rules, but in the small, brightly colored pegs. They are the perfect size and weight for batting under furniture, providing a far more stimulating challenge than watching my staff push them in circles. The popping bubble, however, is a potential nap-disturber of the highest order.

Key Features

  • FUN FAMILY GAME FOR KIDS: Remember playing the original Trouble board game as a kid? Introduce a new generation to classic Trouble gameplay with this Trouble game for kids
  • EASY TO LEARN AND SET UP: The Trouble game is easy to play and quick set up. The object of the game is simple: the first player to get all of their game pieces around the board wins
  • POWER UP SPACES: The game instructions include options for classic Trouble gameplay or a version with Power Up Spaces for a more challenging game
  • POP-O-MATIC BUBBLE: In this beloved children's board game, players press and pop the plastic bubble to roll the die. The iconic Pop-o-Matic die roller is fun to press, and it keeps the die from getting lost
  • BOARD GAMES FOR FAMILY: Adults and kids can play this family board game together. It's a fun indoor game for playdates and a great choice for Family Game Night
  • GREAT GIFTS FOR GIRLS AND BOYS: Classic board games make entertaining family gifts for kids ages 5 and up
  • Ditch the TV and re-ignite family night with the get-together amusement of a Hasbro game
  • Party it up and surprise guests at your next event with laugh-out-loud games from Hasbro Gaming
  • Nostalgic tabletop gameplay meets interactive digital content for an immersive gaming experience
  • Hasbro Gaming imagines and produces games that are perfect for every age, taste and event

A Tale from Pete the Cat

The evening began like any other: with the humans finishing their meal and me, having already dined on superior-grade pâté, settling in for a post-dinner grooming session on the softest rug. Then, the box appeared. It was loud, graphically aggressive, and from its cardboard prison, my primary human—the one I call The Can Opener—unleashed a scene of garish chaos. A folding board, a riot of primary colors, was laid out on the low table. And then came the plastic pawns, little soldiers of red, yellow, blue, and green, marshaled at their home bases. My initial assessment was bleak. It was a planned, structured event designed to draw attention away from its rightful center: me. The true offense, however, was the centerpiece. A clear, hemispherical dome sat in the middle of this battlefield, a transparent prison for a single, spotted cube. The Can Opener placed a hand upon it and pressed. *POP*. The sound was sharp, an unpleasant plastic clap that vibrated through the floorboards and disturbed the delicate air currents of the room. The cube tumbled. A pawn moved. The other human, The Tall One, took a turn. *POP*. The ritual was baffling. They stared with such intensity at this cheap spectacle, their faces contorting with primitive emotions—glee, frustration, a competitive fire I typically reserve for the red dot. I watched from the shadows of the armchair, my tail giving a slow, critical swish. This was not play; this was a noisy, organized waste of perfectly good petting time. I waited for an opening, a lapse in their strange concentration. It came when The Tall One let out a triumphant cry, having sent one of The Can Opener's pieces back to its starting point. In the ensuing moment of gloating and complaint, I made my move. I flowed from the chair to the table in a single, silent motion, my gray tuxedo a specter in their colorful world. I ignored the offensive bubble. My target was a single, vulnerable yellow pawn, left exposed near the edge. I extended a paw, the claws carefully retracted, and gave it a gentle, exploratory tap. It sailed off the board, skittering across the hardwood floor with a most satisfying *clack-clack-clack* before vanishing into the dark abyss under the bookshelf. They didn't even notice. The game itself is a vulgar affair, but I must admit, the acquisition of its small, defenseless pieces for my private collection is a sport of the highest caliber. The game of "Trouble" has its uses, after all.