Showing posts with label Ghost Love Candy Too Roll and Fright. Show all posts
Showing posts with label Ghost Love Candy Too Roll and Fright. Show all posts

Monday, February 27, 2023

One last stab at Ghosts Love Candy Too Roll and Fright

Ghosts Love Candy Too Roll and Fright is a collection of three Roll and Write games themed around friendly ghosts and trick or treaters. I think they started life as stretch goals for a Kickstarter campaign. I waffled about writing about it as one or three blogs but each game is its own thing and I’ve devoted blogs to slighter games. 

All three games have charming, kid friendly artwork that I’m sure is from the Ghosts Love Candy Too card game. They are also all multi-player solitaire which means they play one to how-many-you-got.

Tricky Treats is the longest and most complex game in the set. Not that is saying much. All three games are light and casual.

It also actually comes the closest to the theme of the original card game. You are not just trying to steal candy from kids, you also want to avoid scaring them away. Kids who run away screaming from ghosts are kids you can’t steal candy from.

The main part of the player sheet is six kids. Each kid has a six space candy track (each space marked with a different kind of candy and a die pip) and a die number with a scare track. The candy tracks are also grouped in groups of two or three spaces. Completing a group gives you either a bonus or a special power.

Here’s the deal. Someone rolls two dice. Everyone picks a die to check of a candy space that matches that die and the other die for a scare track for that number’s kid.

If you fill up a scare track, you can no longer use that kid’s candy track and you’ll lose points for it at the end of the game. You still get any special powers you unlock. And you can still use that number for a scare die, getting a free pass on scaring kids that round.

If you roll doubles, you get to check off any candy space and don’t have to scare any kids. Honestly, that’s a big deal. Rolling doubles makes a huge difference.

After sixteen rounds, most points wins. Unless you’re playing solitaire. Then, just enjoy the experience.

(And, yes, I’ve left off all the ways you can get bonus actions and what the special powers. I’m not completely taking the place of a rule book)

You can’t help but compare Tricky Treats to Haunt the Block and Boogaloo. Just the fact that you had to use both dice instead of picking one of them added some oomph to the whole experience. 

I also felt like the special powers in Tricky Treats were more central to the overall game. You could go in, planning on which powers you’d want to focus on. There is room for planning and more than one plan.

On the downside, the inevitable running low on choices felt more like a design necessity rather than a feature. I didn’t care for Haunt the Block but running low on choices felt like a more organic part of the game play.

Okay. I felt that Tricky Treats had some limitations but I had fun with it. While I think I will get more mileage out of Boogaloo (I think it will work well in the classroom), I think Tricky Treats is more ambitious and interesting.

Friday, February 24, 2023

Even more about Ghosts Love Candy Too Roll and Fright

Ghosts Love Candy Too Roll and Fright is a collection of three Roll and Write games themed around friendly ghosts and trick or treaters. I think they started life as stretch goals for a Kickstarter campaign. I waffled about writing about it as one or three blogs but each game is its own thing and I’ve devoted blogs to slighter games. 

All three games have charming, kid friendly artwork that I’m sure is from the Ghosts Love Candy Too card game. They are also all multi-player solitaire which means they play one to how-many-you-got. Oh and the designer is Danny Devine, who has a solid track record.

Haunt the Block was the second of the games that I tried and, theoretically the second most complicated. 

The main feature of the player sheet is a rectangular track of 42 spaces. The spaces are either candy spaces or kid spaces. Four of the candy spaces are marked with ghosts and are the starting spaces. The space inside the track is where you keep track of candy and bonuses.

Here’s how it goes: pick any of the start spaces and write a 1 there. Someone rolls two dice. Everyone picks one of the dice, moves that many spaces and writes down 2. Keep on going until the number 31.

Candy spaces will give you candy. That will give you points and stars, which can be used to add or subtract from dice. Kids? They give you specific powers, either to help you get points or dice manipulation.

IF you can’t move to an empty space, you have to cross off a type of candy and earn zero points for it. You then write the current number on any empty candy spot.

After 31 turns, most points wins.

So… Haunt the Block is essentially a soliatire Roll and Move as well as a Roll and Write. Roll and Move can be an iffy mechanic to begin with (Sorry, Backgammon) but add soliatire to the mix? 

Mind you, I have seen some games that pull that combination off. Grunts is one and Bank or Bust from Dark Imp does it as well. But the game that Haunt the Block reminded me of the most is Doggy Race from the Creative Kids collection.

And Haunt the Block has the same core problem as that game. Two dice on a Roll and Move with what is effectively one pawn is too narrow a decision tree. Haunt the Block does have a variety of dice manipulation, which definitely helps. But the choices just aren’t enough making you feel like the dice aren’t railroading you.

Haunt the Block has some nice touches but they don’t overcome the issues with the core mechanic. It is my least favorite game of the three by far and not one I’d use in the classroom or for causal play.