Candy Land board game
Candy Land board game

Candy Land

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Overall Rank: #1393 | Trending Rank: #1937

Classic board game of adventure and sweet surprises. Each player advances along the rainbow path through the peppermint stick forest, the gingerbread plum tree and the gumdrop mountain. If you are the first person to reach the last purple space, or move beyond the last purple space, you reach candy castle and have won the game.

Contents: gameboard, 4 movers, 44 cards, and instructions.

65th Anniversary Edition: This classic edition features the charming graphics and components from the game’s early days! Celebrating over 65 years of great family fun! Contents: Bi-fold heavy-duty gameboard, 4 plastic gingerbread men movers Deck of 64 cards Instructions including “The Story Of Candy Land.”



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User Ratings & Reviews

  • I really have a hard time with the severe hatred of this game on BGG. When my children were 3-4, we played this and always had fun. It helped teach colors, taking turns, winning and losing, following rules, good sportsmanship, and began their love of games. While it is certainly not a favorite of mine and not something they still want to play, I have to say it has been popular for so many years for a reason.
  • Mindless. If you want a kids race-by-color game, get Monza instead.
  • --Nov2006-- I suppose one is supposed to rate this "for playing with Kids" rather than just for one's desire to play. I don't know whose kids would want to play this, though: mine (4,6,11) don't!
  • For: KidsType: Roll & Move

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#Candy Land

 

Just kidding.  I played #Magic: The Gathering since 1994 and played in several tournaments and had a lot of fun with that.  I didn't dable in boardgames too much until one day I was at my brother's and he introduced us to #Dominion: Second Edition.  I really liked it and that set me off on chasing board games.  I'd played #Catan but didn't really like it.  It was really Dominion that sold me on boardgames being fun.  

I love this list and agree with the vast majority if not all of it.  I am not a huge fan of games based on luck and so #Candy Land Game, #Yahtzee, or even #Dice Throne do not peak my interest much or my interest (say as in Dice Throne) is tempered somewhat.  

Games with luck that allow you to push your luck #Diamant, #The Quacks of Quedlinburg, or such I am a little more ok with but they still aren't my favorite games.  Those a more of a controlled adjustment strategy #Orléans or #Dice Forge I enjoy a bit more.

Other games such as the luck involved in drawing cards in #Gloomhaven or #Robinson Crusoe: Adventures on the Cursed Island that mimic the randomness of battle or wildlife are great and in both those cases the random nature impacts everyone (seeing as they are co-op games).  Even the luck of a drawn encounter card in #Scythe is mitigated by the balance across all encounter cards.

There are several games where I have felt that luck was not necessary and house ruled something to remove it. #Everdell: Spirecrest allows you to draw three cards from a seasonal deck at the end of each season and place them randomly at the bottom of the board with the first being free, the second costing a little more, and the third costing the most.  This seems arbitrary to me and so the last play we drew five, pick one, and place the others on the bottom of the deck.  In #Maracaibo is makes more sense to reveal all the privilege buildings at the beginning because there are 8, you randomly draw 4, and there's already enough luck with card draw throughout the game that revealing one each decade seems unnecessary. 

Two other games I've found luck workarounds are #Wingspan and #The Isle of Cats.  In Wingspan we draft cards at the beginning of the game with each player starting with 7 cards, drafting until necessary and discarding down to 5 (at least) by drafts end.  This gives everyone a fair shot at a solid opening hand and not ending up with 5 birds that don't play well in the first couple turns.  In Isle of Cats I divide the cards into green cards (baskets), purple, brown, and yellow cards, and blue card (lessons) stacks and each round we start the draft with each player getting three green, and choosing two or three from each of the other stacks.  THEN we draft.  This eliminates a whole round with NO extra baskets (unless you draft them away...in that case your loss).  

Great topic/mechanic choice!

It's an easy recommendation for me. I've had the game a little over a week and it's my most played game of everything I own that's not Candy Land Game with my kids when they were little. My 10 year old is starting to pick up Raiders as well, it's just really solid. 

Just be careful if you plan on playing with 2 for the most part. One player can really take over and make it impossible for the other player to catch up. The Hall of Heroes expansion helps balance that out.

FULL DISCLOSURE: My collection isn't that big as I just started back up in this hobby about 6-8 months ago. Carcassone is probably my second most played.

It's an easy recommendation for me. I've had the game a little over a week and it's my most played game of everything I own that's not Candy Land Game with my kids when they were little. My 10 year old is starting to pick up Raiders as well, it's just really solid. 

Just be careful if you plan on playing with 2 for the most part. One player can really take over and make it impossible for the other player to catch up. The Hall of Heroes expansion helps balance that out.

FULL DISCLOSURE: My collection isn't that big as I just started back up in this hobby about 6-8 months ago. Carcassone is probably my second most played.

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