Canine Capers: Turning the Love of Dogs and Games into a Joyful Journey

Canine Capers turns a lifelong love of dogs and games into 16 interactive games and 400 joyful activities designed to spark laughter and connection.

Emily Carter
By Emily Carter - Senior Editor
6 Min Read
Gary Althaus

When a lifelong love of dogs meets a teacher’s passion for games, the result is Canine Capers—a book with 16 games and 400 playful activities full of fun, learning, and connection. Its author, Gary Althaus, drew on decades of dog ownership, a love for puzzles and card nights, and over 30 years of teaching. In his classroom on most Friday afternoons, de devoted time to play games, making lessons interactive and memorable. This blend of personal devotion and professional experience inspired the heartwarming project.

“Dogs and games,” Gary expressed, “those were my two big loves. So one morning I thought, why not bring them together?” The idea quickly grew from a simple concept to a fully fleshed-out creation. But Gary didn’t want Canine Capers to be just another game. “I wanted it to be something unique—a book that was also a game, and a game that happened to be in a book,” he explained. That vision took form in 16 different games with 400 activities. Some are lighthearted and physical, such as mimicking the way a dog stretches or even pretending to howl like one. Others focus on problem-solving, riddles, and trivia, often with a humorous twist. There are questions about dog breeds, puzzles that test logic, and even lateral-thinking challenges that make players rethink their assumptions. The mix, he said, was intentional: “I wanted each game to have balance—something fun, something silly, and something that also made you think.”

Why dogs? For Gary, the answer is simple. With countless breeds, cultural references, world records, and stories, dogs offer an endless source of material. In fact, he found creating 300 activities came easily; it was only in the final stretch of 100 that he had to dig deeper to keep things fresh. “Dogs are part of families, part of culture, part of literature and art,” he explained. “They’re companions, they’re workers, and they’re symbols. That makes them a perfect foundation for games and activities.” One of Gary’s challenges was making the book appealing across ages, from kids as young as 11 to adults well into their senior years. His teaching background helped him design activities that young people would enjoy, such as interactive phone searches or playful physical tasks. For adults, humor and trivia added layers of fun without being childish. “If a player didn’t want to do a certain activity, that was fine,” Gary said. “The point was to give everyone options so no one felt left out.”

By including a wide range of activity types—riddles, trivia, tech-based searches, pantomime, and logic puzzles—he created a book that engages players across generations, sparking both laughter and conversation. Although Canine Capers is primarily a non-digital experience, Gary intentionally wove in light use of phones to keep the book relevant. Some challenges ask players to Google facts, find videos, or check trivia online, but he drew a clear line: “I didn’t want to go further than phones. Almost everyone has one, and that keeps the game accessible without making it overly digital.” This balance between traditional gameplay and modern tools ensures the book resonates in today’s tech-driven world while still keeping the focus on human connection. So what does Gary hope readers take away when they close the book? Joy, above all. “The outcome should be laughing and giggling and having fun,” he said, recalling how his own family often spends more time laughing than actually finishing a game. But he also wanted depth. Some activities touch on emotional topics, such as the “Rainbow Bridge” where dogs are imagined to go after passing away. By weaving humor with heartfelt moments, Gary crafted a book that mirrors the emotional spectrum of life with dogs.

The games are also meant to foster teamwork and problem-solving. From riddles to lateral puzzles to rebuses (picture-word puzzles), players are nudged to think creatively and work together. “I think each game has at least one problem-solving element,” he shared. Asked why society remains fascinated with dogs as cultural and creative icons, Gary pointed to their presence in nearly every corner of life: families, art, and even popular culture. “Sixty percent of people own dogs. And when you have one, it’s not just a pet—it’s a family member,” he said. That bond explains why Canine Capers appeals even to those who may not want to play the games.

Some readers, Gary noted, have bought the book just to enjoy its collection of fun and quirky dog facts. Ultimately, Gary sees Canine Capers as more than a playful diversion—it’s part of a broader movement to bring people together in a world that often feels dominated by screens. Whether it’s families at home, classrooms looking for a quick group activity, or friends gathered for a game night, the book invites connection through shared laughter and love for dogs. If he could play the game with anyone, living or dead, Gary said he’d choose Betty White. Known for her humor and lifelong advocacy for animals, she embodies everything he wanted Canine Capers to represent: joy, compassion, and the enduring bond between people and their pets.

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