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Josh nails it here. The whole reason I created Dungeon Adventure was because I didn't like the "no choice" games and the adversarial choice games couldn't enga
by bengarvey 16y ago
Josh nails it here. The whole reason I created Dungeon Adventure was because I didn't like the "no choice" games and the adversarial choice games couldn't engage both of us. Connect4 against a 4 year old is fun a few times, but then gets old.
My simple RPG allowed me to have fun building the dungeon and setting up the scenario and my daughter has a blast smashing the monsters, collecting the treasures and saving the day. Kids that age really respond to following a story, which isn't available in any board game I've come across.
As far as decisions, there are tons even without introducing extra things. You have to:
1. Decide which hero attacks which monster (gang up vs spread attacks out strategies)
2. Decide which paths to take through the dungeon
3. Decide which heroes get which items you find.
4. Decide when to buy and use food
Could we fix Candyland? I would give the kid 4 cards to hold in their deck and let them choose a card to play each turn. At the end of each turn you draw another from the top so you always have 4. You'll learn all about taking turns and following directions while seeing how your choices affect the game.
I just fixed Candyland. You're welcome, Hasbro.
- JoshTriplett 16y agoThe game "Sorry" has a similar variant in the manual, listed as "for adults": instead of drawing a card and immediately using it, you keep a hand of cards and draw one and play one each turn. See http://en.wikipedia.org/wiki/Sorry!_%28game%29#Variations http://en.wikipedia.org/wiki/Sorry!_%28game%29#Variations . Doing the same with Candyland would make sense once the players know how to play the basic game.