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Hating on Candyland: Why most games for kids are awful

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Re: Hating on Candyland: Why most games for kids are awful

#51
post #31

I've got to say, I find even Monopoly to be a terrible game. My strategy for the game can be summed up as: "buy the property if I can, otherwise pay rent if I have to". I almost never stray from that strategy, and even when I do, it's not like those exceptions make the game any more interesting.

Full disclosure: I abhor Monopoly. The "fun" part of Monopoly is trading with other players. It's actually a pretty acceptable game as far as diplomacy goes. The worst problem with the game is that it very quickly devolves into a situation where two players have a decent chance to win, everyone else is royally screwed, and the game still has about an hour to go. Also, it's terribly reliant on luck: while it is possib…

> it very quickly devolves into a situation where two players have a decent chance to win, everyone else is royally screwed, and the game still has about an hour to go.

In that situation you can play the two big players off against each other. Offer a deal with Big Player 1 that benefits you (e.g. allowing you to get a group) and tell him that if he refuses, you'll sell all your assets to Big Player 2 for $1.

Re: Hating on Candyland: Why most games for kids are awful

#52
Really excited about Dungeon Adventure. Going to have to sort out how to make it run well with multiple children controlling the heroes. Mostly, how not to be biased in dealing out monster attacks to the heroes. Possible monster 'strategy': attack whoever just attacked you. If you weren't attacked, attack whoever dealt the most damage to your monster buddies in the last roll. For when the monsters have initiative, make the order of the heroes walking through the dungeon significant--whoever's in the lead gets attacked first, giving them the opportunity to collectively decide to put the healthiest guy in the front, or let one person keep the protection ring in exchange for always taking the lead, or put the weakest in front to watch him die (or trade him out for a new hero) or whatever.

Re: Hating on Candyland: Why most games for kids are awful

#53
post #43

Earlier quoted context omitted.

The limitation on housing is the key to the game's structure. Most people don't seem to play it this way (letting players build hotels if they have the money, regardless of the number of actual plastic houses remaining), and it screws the game up. Not to mention house rules like "free parking" artificially adding money to the game.

I think they play it that way because the houses always get lost, so you never know how many there really are supposed to be. So you use stand-in pieces, with no limit.

Well, every set I've ever had came with extras, and the number you're supposed to use is printed right there in the instructions.

Re: Hating on Candyland: Why most games for kids are awful

#54
post #41

Earlier quoted context omitted.

I find a much better game if you're into "deals" is Risk. You know you've had fun when the cleanup involves finding all the pieces that were put on ballistic paths in the final forfeit gesture of the game... good times.

Risk is incredibly frustrating, though. I cannot tell you how many times 18-man armies have been mowed down by lone men

Are you playing the Spartan version of Risk, by any chance?

Re: Hating on Candyland: Why most games for kids are awful

#55
post #43

Earlier quoted context omitted.

I think they play it that way because the houses always get lost, so you never know how many there really are supposed to be. So you use stand-in pieces, with no limit.

Well, every set I've ever had came with extras, and the number you're supposed to use is printed right there in the instructions.

Assuming you didn't loose the instructions too......

Re: Hating on Candyland: Why most games for kids are awful

#56
post #55

Earlier quoted context omitted.

Well, every set I've ever had came with extras, and the number you're supposed to use is printed right there in the instructions.

Assuming you didn't loose the instructions too......

Monopoly's instructions are printed on cardboard and are part of the box. Hard to lose unless you are loose with that sort of thing.

Re: Hating on Candyland: Why most games for kids are awful

#57
post #55

Earlier quoted context omitted.

Assuming you didn't loose the instructions too......

Monopoly's instructions are printed on cardboard and are part of the box. Hard to lose unless you are loose with that sort of thing.

Not in mine. Mine came on a tiny booklet.

Re: Hating on Candyland: Why most games for kids are awful

#58
post #55

Earlier quoted context omitted.

Well, every set I've ever had came with extras, and the number you're supposed to use is printed right there in the instructions.

Assuming you didn't loose the instructions too......

If you lose the instructions then the odds are there are many other rules you're not following.

Re: Hating on Candyland: Why most games for kids are awful

#59
post #35

Earlier quoted context omitted.

Meaningful is not strictly equivalent to influencing the outcome. Imagine a typical "racing" game where players advance along a track. The track could incorporate forks such that mathematically, all choices are equivalent. But the entertainment value of the forks may differ. Some children may want to cut through the "garden," others through the "playground."

If they're all perfectly equivalent then even very young kids will catch on to that quickly. Here's an improvement: make the choices equal in EV but different in variance. That adds a little bit of strategy: take the predictable choices when you're ahead and the risky ones when you're behind. Nonetheless, a child with no concept of this strategy can sometimes win against an adult who plays optimally. N.B.: I was home…

The game you just described is Chutes and Ladders, but with choices.

Could easily be implemented by having two dice, a "safe" die and a "risky" die. On your turn you only roll one die (you choose which one) - the risky die you move ONLY when the number would land you on a chute or ladder, otherwise you stay put. The safe die you move no matter what, and chutes/ladders do not apply to you wherever you land.

Re: Hating on Candyland: Why most games for kids are awful

#60
post #2

The purpose of Candyland is to play a game, without playing a game. It's for toddlers to learn to take turns, to accept negative or positive outcomes without stomping off in a huff, and to play a game with a level playing field between the adults and children... and at the level we are talking about, if there is a meaningful choice at all , then the child, or perhaps rather toddler , will simply lose. It's more than…

Exactly. In fact, I'd go so far as to say that Candyland is the best game ever for children of a certain age. I went to great lengths to import a copy here to Norway, and my 4 and 5-year-olds absolutely love it. The time will come, soon enough, when they want a game that requires them to make decisions, and plot strategy-- and when that day comes, there are plenty of such games to choose from. (My two older daughters…

I am reminded of the childhood favorite card game, "War," also a game of pure chance.
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