Saturday, August 2, 2008

Candyland Revisited

Our goal: Take the most mindless game ever conceived and ad strategy to it. Ultimately my goal would be to completely remove all luck from Candyland, but for now, our cross between Candyland and Go-Fish is as close as we've come. This one is good because it can be played by up to four players.

Rules: From the stack of Candyland cards, each player is dealt five cards. The players take turns asking another player for a card in their hand, like in Go-Fish. They may ask for any card, even if they don't have it themselves. However, keep track of which cards you got from which opponents, because an opponent can never force you to return to them a card you guessed from their hand. (However, if you have duplicates of the card in question, you may give the opponent the specific duplicate which they did not give to you). If the player doesn't have the card they've been asked for, the asking player may chose to draw a card from the top of the deck instead. A double color must be asked for specifically as a double. For example, a person with a double red in their hand does not have to pass it to a player who asks only for red. A person may ask another player for cards as many times as they successfully get a card from another player. They may also ask again if they have the option to draw from the pile after an incorrect guess and draw the card they asked for.
Next, that player plays any one card from their hands into a face-up pile, moving as they would in Candyland.
Finally, if the player has less than five cards in their hand, they may draw cards until they have five cards.
The goal of the game is to end on the last purple space with no cards left in your hand. If you land on the purple space with cards remaining in your hand, you may play them one a turn, without moving, until the last card from your hand has been played and you win the game.
These rules apply to character cards as well, and you must play all character cards from your hands to finish the game with two exceptions. You may, at any time during the game, skip your next 2 turns in order to buy "immunity" from the character card of your choice (if you get their card, you may discard it), as long as that card isn't in your hand. If it is, and you don't want Plumpy to drag you all the way back to square one, you can skip your next two turns and reveal your hand to all opponents in exchange for discarding his card.
If someone lands on a space that requires you to stay in one position until a certain card is drawn, you remain their until the specific card is played.

Verdict: Really really fun. You have to look at this game and how it improves upon both Candyland and Go-Fish. It is absolutely better than either game in it's original form, and is entertaining enough to inspire my to find an old copy of Candyland on ebay.

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