Hasbro Gaming Candy Land Disney Princess Edition Board Game, Preschool Games for 2 to 3 Players, Family Games for Kids Ages 3 and Up (Amazon Exclusive)

From: Hasbro Gaming

Pete's Expert Summary

So, my human has presented me with this… box. It’s from a company called Hasbro, known for creating colorful plastic objects that humans stare at for prolonged periods. This one is called "Candy Land Disney Princess Edition." From my analysis, it appears to be a flat, foldable surface covered in offensively bright colors, upon which one moves small, plastic effigies of human females in large dresses. The goal is to reach a cardboard castle, a pathetic imitation of the glorious box forts I conquer daily. The primary appeal, from my perspective, is not the "game," which seems dreadfully slow and pointless, but the small plastic figures. They have the perfect weight and shape for being batted from a high surface and skittering under the furniture, a far more engaging activity than following some arbitrary "rainbow path." The board itself is a flimsy, low-quality napping spot, but the pawns… the pawns have promise.

Key Features

  • DISNEY PRINCESS VERSION OF CANDY LAND GAME: Remember playing the Candy Land board game as a kid. Introduce a new generation to this favorite preschool game with the Candy Land Disney Princess game
  • RACE TO THE CASTLE: Players encounter beloved Disney characters as they guide their princess mover around the rainbow path in a race to the enchanted castle. Whoever reaches it first wins
  • 3 FAVORITE DISNEY PRINCESSES: In this fun kids game, little ones can play as Cinderella, Rapunzel, or Ariel
  • DISNEY PRINCESS-THEMED GAMEBOARD: Colorful gameboard features illustrations of Aladdin, Snow White, The Little Mermaid, The Princess and the Frog, and other beloved Disney movies
  • NO READING REQUIRED TO PLAY: Candy Land Disney Princess board game doesn't require reading, so it's a great game for children who haven't learned to read yet
  • PRESCHOOL BOARD GAMES MAKE GREAT KIDS GIFTS FOR GIRLS AND BOYS: Childrens games make one of the most enjoyable holiday gifts or birthday gifts for kids ages 3 and up

A Tale from Pete the Cat

The Unboxing was, as always, a ceremony of great importance, heralded by the delightful rip of cardboard. I observed from my perch on the armchair, feigning disinterest while my tail gave a subtle, inquisitive twitch. The Human laid out the board, a garish map of colors that assaulted my refined gray-scale sensibilities. Then, from a small plastic bag, she produced the prisoners: three small, shiny figures. A blonde one, a red-haired one, and one in a pale blue dress. The Human called them Cinderella, Rapunzel, and Ariel. I called them The Captives. They were forced to stand on this bizarre, multicolored road, their only purpose to march mindlessly toward a flimsy paper castle. A tragedy. My human began her ritual, drawing a card and moving the blue captive, Cinderella, a few pathetic squares. She cooed at the figure, telling it what a good job it was doing. I knew then that this was no mere game; it was a rescue mission. These figures were not meant for a life of tedious, rule-bound shuffling. They yearned for the thrill of the hunt, the chaos of the chase, the glorious uncertainty of life under the sofa. I waited, a patient predator, my muscles coiling. The Human was distracted by a card with a picture of a peanut on it—honestly, their amusements are baffling—and her hand moved away from the board. That was my opening. In a single, fluid motion, I was airborne, landing on the table with the silent puff of a dissipating cloud. I ignored the Human’s gasp. My mission was clear. I approached the red-haired captive, Ariel, first. A gentle nudge with my nose confirmed her plastic nature. She smelled of the factory and human hands, a scent of oppression. I gave her a firm, decisive tap with my paw—claws sheathed, for now. She toppled, then slid beautifully across the glossy board, liberated from her designated square. The Human made a noise of protest, but I was already moving on to the blonde one. A swift swat sent Rapunzel flying in a graceful arc, landing with a satisfying *skitter-tick-tick* on the hardwood floor before vanishing into the dark abyss beneath the entertainment center. One remained. Cinderella. She stood alone, near a treacly-looking gumdrop forest. The Human reached for her, but I was faster. I hooked the figure with a single claw and dragged her to the edge of the table-world. I looked the Human dead in the eyes, a silent challenge. Then, I nudged the final captive over the edge. My work was done. The game board was now just a colorful, useless placemat. The so-called "game" was over, but my far superior game—The Great Floor Skitter Hunt—had just begun. The princesses were finally free. And, more importantly, they were finally interesting.