If You Give a Mouse a Cookie follows curious Mouse and his friend Oliver on playful everyday adventures around a suburban neighbourhood. The tone is warm and playful for preschoolers, teaching problem-solving and creativity.
- Characters help neighbours and work together.
- Problems resolve calmly and reassuringly.
- Encourages perseverance when plans go sideways.
- Relatable everyday situations for young children.
- Some lively slapstick and quick chase moments.
- Mildly tense moments for the youngest viewers.
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More information
Some episodes pack several short stories into one video; each story gets its own review.
Season 1
12 episodes
If You Give a Mouse a Cookie
Applesauce
recommended age
Unlock
co-watching from 3
Oliver is reading Goldilocks to his friend Mouse when Mouse admits he ate the last applesauce, so the two set off to the store to buy more. Along the way they collect groceries for their neighbours and Mouse gets sidetracked by free samples, a marching band and a runaway wagon. Back home they realise they forgot the applesauce, and Mouse solves it by mashing a stray apple into a fresh batch. The episode ends where it began, finishing the Goldilocks story over cookies.
If You Give a Mouse a Cookie
Cat and Mouse
recommended age
Unlock
co-watching from 3
Mouse gets a cookie shaped like a cat's face and decides it is too special to eat, so he sets out to give it to his friend Cat. When Cat turns out to be missing, Oliver names it a mystery and Mouse and Pig become detectives, following clues and questioning neighbours across the town. They finally find Cat, who has been secretly building a sculpture and fountain inspired by all his friends. The episode ends with the group celebrating together at a picnic.
If You Give a Mouse a Cookie
Mouse to the Rescue!
recommended age
Unlock
co-watching from 3
A boy named Oliver has a pet mouse who draws his own comic book and then decides to become the Masked Mouse, a caped superhero. Left alone at home, the mouse makes a crayon mess and sets out through the neighbourhood, rescuing a boat, catching spilled groceries and fixing a friend's scooter along the way. Racing to keep his word, he gets home just in time and cleans everything up with help from a friend. When Oliver returns, the whole group is inspired to make superhero comics of their own.
If You Give a Mouse a Cookie
The Amazing Art Chase
recommended age
Unlock
co-watching from 3
A boy named Oliver and his friend Mouse spend a bright morning drawing a picture of the sunrise, adding flower petals, grass and glitter. When the wind carries the finished drawing away, the two chase it through the park, a restaurant and a games hall, greeting friends along the way. In the end an older woman is delighted by the picture, so Oliver and Mouse let her keep it and decide to draw a new one of the sunset. The episode closes with the series theme song and credits.
If You Give a Mouse a Cookie
The Big Campout
recommended age
Unlock
co-watching from 3
A boy named Oliver and his friends, Mouse, Pig, Cat, Dog and Moose, set up a camp-out in the backyard with tents, lanterns and a pretend campfire. When Moose feels too scared to sleep away from home in the dark, the group brings him his lovey and comforting things and lights up the night. Moose ends up making shadow-puppet stories and feeling brave enough to stay. The evening closes with a camp-out song and everyone tucked into their sleeping bags for lights-out.
If You Give a Mouse a Cookie
Missing Sock!
recommended age
Unlock
co-watching from 3
When Oliver can only find one of his team socks before his big softball game, Mouse promises to track down the other one. He finds it wedged in the couch and sets off across town, getting a scooter ride from Pig, help from Dog, and a detour into Moose's Little Red Riding Hood puppet show, where he plays the Big Bad Wolf. Along the way the single sock becomes a mitt, a scarf, a cleaning cloth and a flag. Mouse reaches the field in time, Oliver plays with both socks on, and the day ends with the two friends saying good night.
If You Give a Mouse a Cookie
Hoopla!
recommended age
Unlock
co-watching from 3
A curious Mouse decides he wants a game his own size, so he turns a stick, an acorn and a hoop into a new game he calls Hoopla. One idea leads to another as he finds the right ball, a bigger field, team costumes and extra players from around the neighbourhood. Friends like Oliver, Pig, Dog, Cat and Chef Moose all pitch in, and it builds to a cheerful Hoopla championship. It ends with Mouse giving away his signed Hoopla stick and the story looping back to a new stick.
If You Give a Mouse a Cookie
Animal Band
recommended age
Unlock
co-watching from 3
A curious Mouse finds a stick in Oliver's yard and starts tapping out rhythms, which grows into an animal band with a dog, cat, pig and moose. Together they write a silly song and perform for Esme Louise's tea party. When the party ends they gather again and stage a dance party so they have an audience. The day closes with a family dinner and a final band performance.
If You Give a Mouse a Cookie
Mouse Minds the Store
recommended age
Unlock
co-watching from 3
Mouse wants a bubble bath but discovers everyone is out of it, so he heads to the neighbourhood store. When he finds Mr. Abernathy closing up to see his kid's dance recital, Mouse and Pig volunteer to run the store and call in Moose, Cat and Dog to help. The friends redecorate, bake and welcome shoppers, turning it into a lively store the whole town enjoys. As thanks, Mr. Abernathy gives them the bubble bath, and Mouse finally heads home to take his bath with Oliver.
If You Give a Mouse a Cookie
Captain Mouse
recommended age
Unlock
co-watching from 3
A small mouse decides he wants a bath, and one idea leads to another until he becomes Captain Mouse setting off on a boat adventure with his friends Cat and Pig. They paddle across a lake, discover an island, and share a picnic, then find their boat has floated away. Working together, they build a raft and rig a picnic blanket as a sail to get themselves home. Oliver, the boy, returns from school to find they solved it on their own, and the story circles back to a bubble bath.
If You Give a Mouse a Cookie
Muffin Party
recommended age
Unlock
co-watching from 3
Moose decides to throw a muffin party, but after the muffins are eaten and his recipe card gets soaked, one ingredient becomes impossible to read. With help from Mouse, Cat and Piper, who spots a buttery hoofprint clue, and plenty of encouragement, Moose bakes the muffins anyway and improvises the final ingredient himself. His guests love the 'freewheeling muffins', and Moose is proud he pulled it off. The episode closes with the series refrain asking what happens next.
If You Give a Mouse a Cookie
Arcade
recommended age
Unlock
co-watching from 3
After Moose wins a box of muffins at the café, he and Mouse head to the neighbourhood arcade with their friends, only to find it closing for repairs. Moose decides to build a homemade arcade in the backyard, and the friends craft games out of flower pots, cardboard boxes and a bucket. They test the games on Henry, discover they are too easy, and rework them with obstacles and traps until they feel just right. The episode ends with the finished arcade opened up to visitors from the community center and the show's closing theme song.