30 countries. Over 500 facts. Four quests. And not a single screen in sight.
Meet PEP — the card game that's secretly genius.
PEP is a new generation of learning games: thoughtfully designed, deeply researched, and built to turn learning into captivating play and real discovery.
No memorising. No screens. Just smartcards, lively play, and knowledge that sticks because nobody was trying to make it stick.
Designed for all ages, PEP brings learning back to the table — the fun way.
Seven components. One card sleeve. Endless arguments about whether Argentina really is the Land of Silver.
Double-sided. Facts, flags, landmarks, icons, food, wildlife and one wild PEP Fact each.
Twelve questions per card — six on the front, six on the back — with answers printed below.
The Grand Quest master card. Twelve questions that run the whole opening mode.
Roll both for Master & Grand Quest, or just one for the Junior and Senior variants.
M · A · S · T · E · R plus the R+ bonus. Win them, trade them, hoard them.
Holds the country deck upright so the name shows and the answer stays hidden.
All four quests plus the token-trade rules, on one fold-out sheet.
Every country card is a miniature atlas. The front gives you the essentials and a landmark or two. Flip it and you get the nickname, the national animal, the people, the sport — and a PEP Pedia block for the facts nobody expects you to know.
Argentina · front — tap to flip
Argentina · back — tap to flip
One card, two lessons. Capital and currency on the front, culture and geography on the back.
France · front — tap to flip
France · back — tap to flip
PEP Fact & PEP Pedia. One surprise on the front, three deeper cuts on the back.
Capital, continent, language and currency — the four things every quiz on earth asks about.
Real photographs of places, people and moments, captioned in a line you'll actually remember.
National animals, rivers, deserts and communities — the parts of a country a map never shows you.
One surprise on the front, three deeper cuts on the back. This is where the arguments start.
One box, four modes — plus a trading rule that turns a knowledge game into a negotiation. Choose by age, mood, or how competitive the room is feeling.
Collect these six and the quest is yours
Nobody at the table is revising. They're trying to beat each other. The four things below happen anyway.
Recall under a little pressure — the fastest way to move a fact from "heard it" to "know it".
Thirty countries, their capitals, currencies, rivers, animals, heroes and habits — all in play.
Which token to chase, who to trade with, when to deal with the bank instead. Every turn is a choice.
Add the dice, find the question, answer before the table starts groaning. Quick heads win quests.
Dear Parent,
The tablet is charging. The homework is done. And your child's default next move is to reach for a screen.
A reason, a ritual, a chance to gather around a table again — where the only thing lighting up is their curiosity.
And hopefully, a child who is too curious to look at the screen.
— Team Witty Wizz
PEP Countries needs no batteries, no app, no wifi and no setup beyond shuffling a deck.
Junior and Senior modes mean an eight-year-old and an adult can genuinely compete in the same round.
A geography period that runs itself. Four modes, so the same box works across age groups all year.
One small pack, thirty countries. Works on a train tray table, a hotel bed or an airport lounge floor.
The rare present that parents approve of and kids actually open twice. Birthdays, exams over, festivals.
PEP Countries ships from Amazon. And if you want to see new cards, new quests and what's coming next in the PEP series, Instagram is where it all happens first.