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Home/Vacuum Sealers/Taco Cat Goat Cheese Pizza Card Game by Taco Cat Games, Age 7+, 2-8 Players | 10 min rounds, Slap pile matching
Taco Cat Goat Cheese Pizza Card Game by Taco Cat Games, Age 7+, 2-8 Players | 10 min rounds, Slap pile matchingProduct image from current catalog data
Best for a Crowd

Taco Cat Goat Cheese Pizza Card Game by Taco Cat Games, Age 7+, 2-8 Players | 10 min rounds, Slap pile matching

By Taco Cat Games

8.9Excellent matchFeature and use-case score

Chant five words in order, slap the pile when the card you play matches the word you said. Two to eight players, ten minute rounds, and no strategy whatsoever.

  • Two to eight players with ten minute rounds, the widest player range in this guide
  • One mechanic: chant five words in fixed order and slap the pile when card and word match
  • Ages 7 and up, with reaction time rather than card skill deciding the outcome
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ByTopFiveFind Research Desk

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Best fitBest for a Crowd
CategoryVacuum Sealers
BrandTaco Cat Games
Catalog score8.9 / 10

Product overview

Taco Cat Goat Cheese Pizza: What to Know

There is one rule and it is physical. Players take turns playing a card face up while chanting the game's five words in strict order, taco, cat, goat, cheese, pizza, and when the card played matches the word being spoken, everyone slaps the pile. Last hand down takes the cards. That is the entire game, and it is why a seven-year-old and an adult are on genuinely equal footing: the skill is reaction time and not losing track of the chant, and neither improves with experience the way card strategy does.

The practical specifications are what put it on this page. Two to eight players is the widest range here, and ten minute rounds mean people can join or leave between hands, which makes it the right game for a party, a classroom or a family gathering where numbers are unpredictable. The publisher also notes it is compact and travel-friendly, which a deck of cards with no board obviously is.

What it is not is a thinking game. There is no hand management, no matching decision and nothing to plan, which is the honest trade for a game anyone can learn in thirty seconds. The publisher attributes concentration and reflex development to it, which is a fair description of what the game demands rather than a claim about lasting benefit.

Two honest notes. Slapping games involve hands colliding, which with mixed ages and enthusiastic children occasionally means a knock, and that is worth a word before the first game rather than after. And at two players the chant and the slap still work but the tension drops considerably; this is a game that wants a crowd, which is exactly why it is here rather than the games above.

Key Listed Features

01

Two to eight players with ten minute rounds, the widest player range in this guide

02

One mechanic: chant five words in fixed order and slap the pile when card and word match

03

Ages 7 and up, with reaction time rather than card skill deciding the outcome

04

Compact card-only format with no board, which the publisher positions for travel

Buying questions

Quick Answers

How is it different from Snap?

The chant. In Snap you match a card to the previous card, which is pure visual comparison. Here you must say the next word in a fixed five-word sequence while playing a card, and the slap happens when the card and the spoken word coincide. That adds a second task, keeping your place in the chant while watching the pile, and it is far harder than it sounds once the rhythm speeds up. It is also why adults make mistakes against children.

Is there any skill to it?

Reaction speed and chant discipline, and nothing else. There are no decisions: you play the top card of your hand and say the next word, so the only variables are how fast your hand moves and whether you lose track of the sequence under pressure. That is a legitimate kind of game and a very good one for a crowd, but anyone looking for the planning in Skip-Bo or the campaign structure of Phase 10 should buy one of those instead.