A board game designed with one constraint: Make Candyland deep and strategic.
We recognized that at its base, Candyland was a racing game that used cards. We kept the advancement mechanic, where playing a card with a colored tile moves you to the next tile of that color. To encourage long-term strategy and planning, we introduced action cards that can be used for player interaction, characters with unique abilities and starting stats for increased immersion and player investment, and event cards that are drawn every turn that affect tiles on the board to shake things up.
Co-created with Adam J. Thompson, Anna Henson, Caroline Hermans, and Nitesh Sridhar