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, The Staff, has presented me with a product from the Hasbro monolith, a corporation I assume is run by particularly large, slow-witted dogs. It is a "board game" called "Candy Land," a garishly colored map of inedible confections apparently designed for undeveloped human kittens who lack the cognitive function for literacy. The entire premise—drawing cards and moving a small plastic effigy along a path—seems a profoundly inefficient use of energy that could be better spent sleeping in a sunbeam. While the "game" itself is an insult to my intelligence, the board does offer a new, moderately interesting surface for a mid-afternoon lounge, and those little gingerbread man pieces... well, they have a certain *skittering* potential when batted from a great height. Ultimately, the box is the main attraction, a fine, high-walled fortification.

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 operation began under the sterile, unforgiving light of the living room lamp. The Staff and a smaller, more chaotic version of The Staff unfurled the strategic map, its vibrant, nonsensical topography an assault on my refined gray-scale sensibilities. From my observation post atop the velvet armchair, I watched them deploy their ground units: four small, glossy soldiers shaped like some sort of baked human. They called them "gingerbread men." I called them unacceptable incursions into my sovereign territory. Their plastic smiles were a mockery of true contentment, the kind one only feels after a three-hour nap. I remained motionless, a predator of supreme patience, as they began their ritual. They would draw a "card"—a flimsy rectangle I knew would fit perfectly under the refrigerator—and then clumsily advance one of their primary-colored pawns. I paid no mind to their nonsensical rules or joyous yelps. My focus was singular: the little blue man, currently stationed near a treacherous-looking "Gumdrop Pass." He was isolated, his handler momentarily distracted by a crumb on her shirt. This was the moment tactical superiority would overcome juvenile enthusiasm. With the silence and grace befitting my station, I descended from the armchair. I did not pounce upon the board itself—such a brute-force tactic was beneath me. Instead, I ghosted along its edge, my tuxedo markings providing excellent camouflage against the dark wood of the coffee table. A single, surgically precise sweep of my paw was all it took. The blue pawn was launched from the board, landing with a satisfying *clatter* on the hardwood floor. The chase was brief but glorious, a ballet of calculated pursuit through the forest of table legs, culminating in the satisfying capture of my plastic quarry. I carried the vanquished soldier back to The Staff and deposited it neatly on her foot, a clear offering and a warning. The message was understood: this sector was under my control. Their game was over. I then retired to the true prize, the cardboard box, and settled inside its reassuring walls. The game itself is a tedious affair for simpletons, but as a source of high-quality, lightweight prey for tactical training exercises, it has earned a temporary stay of execution. It is worthy, but only as a tool for my own superior amusement.