Pete's Expert Summary
My human has presented 'The World Game,' which, from my superior vantage point on the back of the sofa, appears to be a box filled with stiff, colorful rectangles and a large, crinkly sheet of paper. The purpose, as far as I can gather, is for the bipedal staff to quiz each other on the trivialities of distant lands—flags, cities, other places that are not here, and are therefore irrelevant. While the cards themselves offer little in the way of tactile stimulation or satisfying 'pounce-and-skitter' action, the box is of a promising size and sturdiness. The 'map' also presents a magnificent, game-disrupting napping surface. So, while the intended 'educational' purpose is a clear waste of time that could be spent admiring my glorious gray fur, its components have... potential.
Key Features
- Flags, Capitals & Location - Show the country on the map, recognize the flags of the world or name the capital city. All 194 countries & a world map included.
- Family Board Game - Find the strongest fact about the country and win. Train your memory and brain while having fun.
- For Kids & Adults - For all stages of knowledge. One of the best educational board games for kids 8-12. Smart birthday / Christmas gift idea for teen boys and girls.
- Up-to-date Geography Game - An award-winning world learning card game. Can also be used as flash cards or trivia. Country's data is updated regularly.
- Fun & Educational - The more you play the more you know. Take it on a travel or road trip. For 2 to 5 players ages 8 and up.
A Tale from Pete the Cat
The humans unfurled the new territory in the center of the living room, a vast, crinkly expanse of blue and green. They called it a 'map.' To me, it was a declaration. An unclaimed continent, ripe for conquest, laid bare in the heart of my kingdom. A low growl rumbled in my chest, a sound usually reserved for the insolent vacuum cleaner or the sight of the bottom of my food bowl. They were plotting, and their plans were laid out for all to see. They began placing their colorful little banners—'cards,' they chattered—on the table beside the new land. Brazil. Egypt. Japan. Each was a gauntlet thrown down. I descended from my velvet throne on the armchair, my movements deliberate, silent as smoke. My tuxedo markings, I've always felt, lend me an air of diplomatic authority, but this was a time for imperial action. I strode not to the map itself, but to the stack of cards, the source of their power. With a single, elegant motion of my paw, I hooked the card for 'Madagascar' and pulled it from the table. It was an island, isolated. A perfect first acquisition. They laughed. "Oh, Pete wants to play!" my human chirped, utterly misreading the gravity of the situation. This was no game. This was a tactical redistribution of global assets. I ignored their pleas of 'Pete, get off the board!' and planted myself squarely in the middle of the largest blue patch—the Pacific, I believe they called it. My new throne room. From this vantage point, I surveyed my domain. With another flick of my paw, I sent the 'Australia' card skittering under the sofa. A minor skirmish, easily won. They continued their pointless trivia, but the true game had already been decided. I had claimed the world. Each time they named a capital, I would claim the corresponding card with a gentle but firm tap of my paw, adding it to my growing hoard under the coffee table. This 'World Game' is an excellent tool. Not for learning, of course—a preposterous notion. But as a visual aid for global conquest and a source of easily defeatable paper enemies? It is, I must admit, purrfectly acceptable. The world is mine; they are merely living in it.