Hasbro Gaming Candy Land Kingdom of Sweet Adventures Board Game for Kids, Ages 3 & Up (Amazon Exclusive)

From: Hasbro Gaming

Pete's Expert Summary

My human seems to have acquired a flat, foldable square from a company called "Hasbro," a purveyor of amusements for clumsy, loud, miniature humans. They call it "Candy Land." From my perch, it appears to be a printed territory map of questionable taste, littered with saccharine landmarks and a winding path. The primary appeal, if one can call it that, lies not in the board itself—which is far too slick and graphically busy for a quality nap—but in the small, plastic gingerbread man tokens. These pieces possess a certain flick-able, skitter-able quality that might, for a fleeting moment, be worth batting under the credenza. The rest of it, especially the tedious process of drawing cards and moving the pieces along the path, seems like an egregious waste of energy that could be better spent sleeping in a sunbeam.

Key Features

  • CLASSIC BEGINNER GAME: Do you remember playing Candy Land when you were a kid. Introduce new generations to this sweet kids' board game
  • RACE TO THE CASTLE: Players encounter all kinds of "delicious" surprises as they move their cute gingerbread man pawn around the path in a race to the castle
  • NO READING REQUIRED TO PLAY: For kids ages 3 and up, Candy Land can be a great game for kids who haven't learned how to read yet
  • GREAT GAME FOR LITTLE ONES: The Candy Land board game features colored cards, sweet destinations, and fun illustrations that kids love

A Tale from Pete the Cat

The Unfurling was, as always, a momentous event, accompanied by the crinkling of cardboard and the low-toned murmurs of my human. This time, the ritual produced a landscape of offensively bright colors. A winding road, a garish castle, and places with names like "Peppermint Forest." My human called it a game. I called it an invasion. They placed four gingerbread-shaped figures at the start. I saw them for what they were: reconnaissance scouts, sent to map my territory for some larger, nefarious purpose. My duty was clear. I feigned disinterest, executing a perfect, languid stretch on the rug, but my eyes were slits of focused surveillance. The human moved the first scout forward after consulting a colored card. A flimsy pretext for an advance. I allowed it. Let them grow complacent. As the second scout, a lurid blue plastic, was moved past the "Gumdrop Mountains," I made my move. I didn't rush. I am an ambush predator, a creature of subtlety. I sauntered past the table, my tail held high, and with a flick so casual it could have been an accident, the blue scout was sent spiraling into the dark abyss beneath the sofa. One down. The humans laughed, retrieving the fallen agent and placing it back on its path. A foolish, sentimental error. They did not understand the rules of this engagement. This was not a race to a castle; it was a campaign of attrition. I waited. The yellow scout advanced, then the green. When the red scout landed perilously close to the "Licorice Lagoon," I initiated phase two. I leaped silently onto the table, not with a crash, but with the grace of a falling shadow. I stared directly at my human, then slowly, deliberately, placed my paw directly on the red scout, pinning it to the board. I began to purr, a low, rumbling threat. My message was clear: this sector is under my control. This small plastic effigy now pays tribute to me. The humans, interpreting my tactical masterstroke as a desire for affection, simply stroked my soft fur. They did not remove my paw. The game was stalled, the invasion halted. The remaining scouts could not pass. As far as I'm concerned, the board and its flimsy cards are irrelevant packaging, but the little gingerbread men? They serve their purpose. They are excellent hostages. The toy is, therefore, a success.