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	<title>Comments on: The case against Candy&#160;Land</title>
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	<description>Brain candy for Happy Mutants</description>
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		<title>By: ChunkyMonkeyBrain</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389121</link>
		<dc:creator>ChunkyMonkeyBrain</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389121</guid>
		<description>I will incessantly pound and slap any nerd who assumes that my years spent as an expert at Hungry Hungry Hippos did NOTHING for my cognitive skills and socialization.</description>
		<content:encoded><![CDATA[<p>I will incessantly pound and slap any nerd who assumes that my years spent as an expert at Hungry Hungry Hippos did NOTHING for my cognitive skills and socialization.</p>
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		<title>By: Rinaldo</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389633</link>
		<dc:creator>Rinaldo</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389633</guid>
		<description>Let me enthusiastically support the game SET; just a deck of cards to be dealt out in a 3x4 layout from which everybody tries to find a set of 3 according to a single rule.

Two great things about it: (a) no waiting for turns (OK, this makes it the opposite of the civilized Candy Land model, but even grownups can enjoy a game where there&#039;s no waiting for your time to come again); (b) once kids understand what they need to do (and they seem able to do this at about 4 or 5), they can and often do beat the pants off their elders, who are often slower and less mentally flexible.</description>
		<content:encoded><![CDATA[<p>Let me enthusiastically support the game SET; just a deck of cards to be dealt out in a 3&#215;4 layout from which everybody tries to find a set of 3 according to a single rule.</p>
<p>Two great things about it: (a) no waiting for turns (OK, this makes it the opposite of the civilized Candy Land model, but even grownups can enjoy a game where there&#8217;s no waiting for your time to come again); (b) once kids understand what they need to do (and they seem able to do this at about 4 or 5), they can and often do beat the pants off their elders, who are often slower and less mentally flexible.</p>
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		<title>By: iamhowie</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389122</link>
		<dc:creator>iamhowie</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389122</guid>
		<description>There&#039;s a whole world of strategic board games out there to play with your kids. Try Carcassonne. Just as easy to explain as Battleship, but it requires real strategic decision making. And you get the tactile and social experience that comes with good board games.</description>
		<content:encoded><![CDATA[<p>There&#8217;s a whole world of strategic board games out there to play with your kids. Try Carcassonne. Just as easy to explain as Battleship, but it requires real strategic decision making. And you get the tactile and social experience that comes with good board games.</p>
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		<title>By: rcanzlovar</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389124</link>
		<dc:creator>rcanzlovar</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389124</guid>
		<description>re#5 redmonkey My first encounter with computers late 70&#039;s, early 80s) was a contest held by Lawrence Institute of Technology (now Lawrence Technological University) near Detroit was competition in which contestants wrote Battleship-playing bots. 

As mentioned, the first part of the game is somewhat random, but what made the difference between a winner and an also-ran was what did the program do in response to a positive result. 

This article helps to inform my heretofore unexamined reluctance to play such &quot;roll and move&quot; games now that I have grandkids. I hadn&#039;t really thought about what the games did for/to the kids, I just knew it was crushingly boring to me. </description>
		<content:encoded><![CDATA[<p>re#5 redmonkey My first encounter with computers late 70&#8242;s, early 80s) was a contest held by Lawrence Institute of Technology (now Lawrence Technological University) near Detroit was competition in which contestants wrote Battleship-playing bots. </p>
<p>As mentioned, the first part of the game is somewhat random, but what made the difference between a winner and an also-ran was what did the program do in response to a positive result. </p>
<p>This article helps to inform my heretofore unexamined reluctance to play such &#8220;roll and move&#8221; games now that I have grandkids. I hadn&#8217;t really thought about what the games did for/to the kids, I just knew it was crushingly boring to me. </p>
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		<title>By: shMerker</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389125</link>
		<dc:creator>shMerker</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389125</guid>
		<description>What&#039;s really sad is not so much that young children learn to play board games using Candyland, but that Hasbro and toy retailers graduates them to Monopoly, Risk, Clue, etc. Games that have strong brands but are only slightly more complex and relying nearly as much on luck, while they have other games that are much more interesting and suffer simply for being less well known. Acquire, for instance, is a much more nuanced take on finance and investment than Monopoly, and even has the fun of handling fat stacks of imaginary cash, but is virtually unknown compared to monopoly and usually cannot be found in a store. Meanwhile there are hundreds of flavors of monopoly, all just &lt;a href=&quot;http://www.themehacks.com/index.php/Main_Page&quot;&gt;theme-hacks&lt;/a&gt; of a game that is more a cultural artifact of the great depression than an interesting pass-time.</description>
		<content:encoded><![CDATA[<p>What&#8217;s really sad is not so much that young children learn to play board games using Candyland, but that Hasbro and toy retailers graduates them to Monopoly, Risk, Clue, etc. Games that have strong brands but are only slightly more complex and relying nearly as much on luck, while they have other games that are much more interesting and suffer simply for being less well known. Acquire, for instance, is a much more nuanced take on finance and investment than Monopoly, and even has the fun of handling fat stacks of imaginary cash, but is virtually unknown compared to monopoly and usually cannot be found in a store. Meanwhile there are hundreds of flavors of monopoly, all just <a href="http://www.themehacks.com/index.php/Main_Page">theme-hacks</a> of a game that is more a cultural artifact of the great depression than an interesting pass-time.</p>
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		<title>By: lolarusa</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-391685</link>
		<dc:creator>lolarusa</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-391685</guid>
		<description>@Robulus

&lt;em&gt;That&#039;s a blanket dismissal of a rich and diverse form of entertainment that is enjoyed by millions.&lt;/em&gt;

A point well taken. I am only stating my own preferences here, in reference to the comparison in the post of board games and video games. The suggestion is that video games are a richer experience and teach more complex skills, which hasn&#039;t been my experience.</description>
		<content:encoded><![CDATA[<p>@Robulus</p>
<p><em>That&#8217;s a blanket dismissal of a rich and diverse form of entertainment that is enjoyed by millions.</em></p>
<p>A point well taken. I am only stating my own preferences here, in reference to the comparison in the post of board games and video games. The suggestion is that video games are a richer experience and teach more complex skills, which hasn&#8217;t been my experience.</p>
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		<title>By: Dewi Morgan</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389383</link>
		<dc:creator>Dewi Morgan</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389383</guid>
		<description>I never had the plastic boardgame, but here&#039;s what battleships taught me, or trained me in (and my sister). I&#039;d say it&#039;s definitely one of the better, more thoughtful pen-n-paper games.

- Using grids and grid coordinates.
- Drawing grids.
- Finding flat slate stones to scratch a grid onto (in Wales, there&#039;s always plenty of slate, especially in mining towns).
- Agreeing on the grid size (requires judgement of how long you want the game to be, and negotiation).
- Agreeing on the fleet (requires judgement of how crowded you want the board to be, and again, negotiation).
- Placing my fleet based on what I know of the game (don&#039;t place ships together, or someone 
- Placing my fleet based on what I know of my opponent&#039;s prior strategies.
- Using initials for the ships: we laughed when we realised that althought we&#039;d just picked the letters &quot;A, B, C, D&quot;, we had unconsciously started calling them Aircraft carrier, Battleship, Cruiser, Destroyer.
- Trusting your opponent not to change the positions.

Compare this range or activities, processes and skills to hangman, where all I learned was what a vowel was, and to suggest letters in the order eaioutnshrdl (vowels with e first, then &quot;tan&#039;s hurdle&quot;). A game with no strategy whatever.

Compare it to noughts and crosses (tic tac toe) - that&#039;s trivial.

Compare it to &lt;a href=&quot;http://en.wikipedia.org/wiki/Dots_and_Boxes&quot;&gt;dots-and-boxes&lt;/a&gt;. That has some depth, but most of the real depth is beyond the computational ability of most people.

I can&#039;t speak for the plasticky boardgame, but Battleships has earned its place as the best of the paper-and-pen games. You can play it in a car, on a hillside, pretty much anywhere two flat surfaces can be hidden from each other.</description>
		<content:encoded><![CDATA[<p>I never had the plastic boardgame, but here&#8217;s what battleships taught me, or trained me in (and my sister). I&#8217;d say it&#8217;s definitely one of the better, more thoughtful pen-n-paper games.</p>
<p>- Using grids and grid coordinates.<br />
- Drawing grids.<br />
- Finding flat slate stones to scratch a grid onto (in Wales, there&#8217;s always plenty of slate, especially in mining towns).<br />
- Agreeing on the grid size (requires judgement of how long you want the game to be, and negotiation).<br />
- Agreeing on the fleet (requires judgement of how crowded you want the board to be, and again, negotiation).<br />
- Placing my fleet based on what I know of the game (don&#8217;t place ships together, or someone<br />
- Placing my fleet based on what I know of my opponent&#8217;s prior strategies.<br />
- Using initials for the ships: we laughed when we realised that althought we&#8217;d just picked the letters &#8220;A, B, C, D&#8221;, we had unconsciously started calling them Aircraft carrier, Battleship, Cruiser, Destroyer.<br />
- Trusting your opponent not to change the positions.</p>
<p>Compare this range or activities, processes and skills to hangman, where all I learned was what a vowel was, and to suggest letters in the order eaioutnshrdl (vowels with e first, then &#8220;tan&#8217;s hurdle&#8221;). A game with no strategy whatever.</p>
<p>Compare it to noughts and crosses (tic tac toe) &#8211; that&#8217;s trivial.</p>
<p>Compare it to <a href="http://en.wikipedia.org/wiki/Dots_and_Boxes">dots-and-boxes</a>. That has some depth, but most of the real depth is beyond the computational ability of most people.</p>
<p>I can&#8217;t speak for the plasticky boardgame, but Battleships has earned its place as the best of the paper-and-pen games. You can play it in a car, on a hillside, pretty much anywhere two flat surfaces can be hidden from each other.</p>
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		<title>By: KevinQ</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389128</link>
		<dc:creator>KevinQ</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389128</guid>
		<description>We went on vacation with my sister and her 5-year-old son, and we brought along &lt;a href=&quot;http://www.boardgamegeek.com/game/8203&quot; rel=&quot;nofollow&quot;&gt;Dude, Where&#039;s My Fish&lt;/a&gt;, a game my wife and I like to play.  Up to this point, it had basically only been Candyland for him, and we were afraid that he might find it confusing, since &lt;i&gt;Fish&lt;/i&gt; involves deciding which of your pieces to move, and moving them to leave your future options open (each move shrinks the game board).

He loved it, and picked up the rules real fast.  He wasn&#039;t interested in figuring out who had won, but he liked following the rules and moving the pieces.

Yamara above suggested &lt;i&gt;Puerto Rico&lt;/i&gt; for kids.  I might also suggest &lt;a href=&quot;http://www.boardgamegeek.com/game/8217&quot; rel=&quot;nofollow&quot;&gt;San Juan&lt;/a&gt;, a simplified version of Puerto Rico played almost entirely with cards.  Since the cards in your hand represent what you build, and your currency to build it with, it requires constant trade-off decisions and future planning.  We plan on playing it with our son when he&#039;s a bit older.  (He&#039;s a week old, so we&#039;re still working on teaching him the old &quot;Eating and Pooping Game.&quot;) 

K</description>
		<content:encoded><![CDATA[<p>We went on vacation with my sister and her 5-year-old son, and we brought along <a href="http://www.boardgamegeek.com/game/8203" rel="nofollow">Dude, Where&#8217;s My Fish</a>, a game my wife and I like to play.  Up to this point, it had basically only been Candyland for him, and we were afraid that he might find it confusing, since <i>Fish</i> involves deciding which of your pieces to move, and moving them to leave your future options open (each move shrinks the game board).</p>
<p>He loved it, and picked up the rules real fast.  He wasn&#8217;t interested in figuring out who had won, but he liked following the rules and moving the pieces.</p>
<p>Yamara above suggested <i>Puerto Rico</i> for kids.  I might also suggest <a href="http://www.boardgamegeek.com/game/8217" rel="nofollow">San Juan</a>, a simplified version of Puerto Rico played almost entirely with cards.  Since the cards in your hand represent what you build, and your currency to build it with, it requires constant trade-off decisions and future planning.  We plan on playing it with our son when he&#8217;s a bit older.  (He&#8217;s a week old, so we&#8217;re still working on teaching him the old &#8220;Eating and Pooping Game.&#8221;) </p>
<p>K</p>
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		<title>By: robulus</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389896</link>
		<dc:creator>robulus</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389896</guid>
		<description>@Lolarusa

Yes I tried to learn to play the Cajon, but the technique was difficult to master and I didn&#039;t have the time, so I stopped the lessons.

I guess that means percussion instruments offer very little to music.</description>
		<content:encoded><![CDATA[<p>@Lolarusa</p>
<p>Yes I tried to learn to play the Cajon, but the technique was difficult to master and I didn&#8217;t have the time, so I stopped the lessons.</p>
<p>I guess that means percussion instruments offer very little to music.</p>
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		<title>By: Remez</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-390152</link>
		<dc:creator>Remez</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-390152</guid>
		<description>Yay for SET!  My 12 and 15 year olds now regularly pound me. 

There are plenty of games that a parent won&#039;t get bored playing with a kid, that only need two people (Clue and Catan and Apples to Apples fail here), and that the kid has a chance of winning.

For little ones (no reading needed):

Second the rec for Rat-a-tat Cat.  It&#039;s a form of poker with adorable rat and feline graphics for the preschool set.  And older; my kids STILL like playing it.

Any memory game.  Ravensberger had a nice Madeline one, but you can also find ones tied into pop culture.  My kids ended up with a Dragon Tales version.  

Blink: a rapid-fire card game: match color, symbol, or number of objects to get rid of the cards in your hand.  Like the game &quot;Spit&quot;.

I Spy: cards with pictures taken from the &quot;I Spy&quot; books.  There are clue cards telling you what objects to &quot;spy&quot;.   

Trouble, chinese checkers, checkers, Clue Jr. are classics that make the cut.  Also battleship, because you can put your battleship so that one peg is suspended over the letters or numbers, making it unsinkable.  This trick works exactly once per player.  

For kids who can read/add:

Stare:  You have 30 seconds to stare at a work of art before being quizzed about it.

Can&#039;t Stop: best gambling game ever.  Secretly teaches probability theory.  


Avoid at all costs: Monopoly Jr.  Same mind-numbing deterministic gameplay as Candyland, but for kids who are old enough to be able to make decisions on their own.  At least with Candyland, I could stack the deck so that my kid would win at lightning speed.

</description>
		<content:encoded><![CDATA[<p>Yay for SET!  My 12 and 15 year olds now regularly pound me. </p>
<p>There are plenty of games that a parent won&#8217;t get bored playing with a kid, that only need two people (Clue and Catan and Apples to Apples fail here), and that the kid has a chance of winning.</p>
<p>For little ones (no reading needed):</p>
<p>Second the rec for Rat-a-tat Cat.  It&#8217;s a form of poker with adorable rat and feline graphics for the preschool set.  And older; my kids STILL like playing it.</p>
<p>Any memory game.  Ravensberger had a nice Madeline one, but you can also find ones tied into pop culture.  My kids ended up with a Dragon Tales version.  </p>
<p>Blink: a rapid-fire card game: match color, symbol, or number of objects to get rid of the cards in your hand.  Like the game &#8220;Spit&#8221;.</p>
<p>I Spy: cards with pictures taken from the &#8220;I Spy&#8221; books.  There are clue cards telling you what objects to &#8220;spy&#8221;.   </p>
<p>Trouble, chinese checkers, checkers, Clue Jr. are classics that make the cut.  Also battleship, because you can put your battleship so that one peg is suspended over the letters or numbers, making it unsinkable.  This trick works exactly once per player.  </p>
<p>For kids who can read/add:</p>
<p>Stare:  You have 30 seconds to stare at a work of art before being quizzed about it.</p>
<p>Can&#8217;t Stop: best gambling game ever.  Secretly teaches probability theory.  </p>
<p>Avoid at all costs: Monopoly Jr.  Same mind-numbing deterministic gameplay as Candyland, but for kids who are old enough to be able to make decisions on their own.  At least with Candyland, I could stack the deck so that my kid would win at lightning speed.</p>
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		<title>By: Anonymous</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389641</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389641</guid>
		<description>Second the Set recommend, and for your kids, I&#039;d also go with Settlers of Catan.  

You know, for a really old-school time that actually has strategy in it if you think about it for a minute: Connect Four.  

(Sorry if this game has already been mentioned...I haven&#039;t read every single post here).  

Anyway, you&#039;d be surprised how deep the gameplay can get when you just cross tic-tac-toe with gravity.  First you start setting up victories where you just get 4 in a row.  Then you start setting up victories where your opponent&#039;s block gives you 4 in a row.  Then you start setting up victories where your opponent&#039;s block of your setting up a condition where their block would mean you win, then you win.  And so on...all the while _defending_ against your opponent doing the same thing.  

Fun!</description>
		<content:encoded><![CDATA[<p>Second the Set recommend, and for your kids, I&#8217;d also go with Settlers of Catan.  </p>
<p>You know, for a really old-school time that actually has strategy in it if you think about it for a minute: Connect Four.  </p>
<p>(Sorry if this game has already been mentioned&#8230;I haven&#8217;t read every single post here).  </p>
<p>Anyway, you&#8217;d be surprised how deep the gameplay can get when you just cross tic-tac-toe with gravity.  First you start setting up victories where you just get 4 in a row.  Then you start setting up victories where your opponent&#8217;s block gives you 4 in a row.  Then you start setting up victories where your opponent&#8217;s block of your setting up a condition where their block would mean you win, then you win.  And so on&#8230;all the while _defending_ against your opponent doing the same thing.  </p>
<p>Fun!</p>
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		<title>By: huntsu</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389130</link>
		<dc:creator>huntsu</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389130</guid>
		<description>Candyland is brutally simplistic and requires no thinking.

On the other hand, for my three year old daughter it taught taking turns, colors, storytelling (we had things happen that explained moving) and being a good winner/loser.

These are not strategic things she learned, but they are valuable lessons nonetheless.  I can&#039;t wait for her to grow to play more complex games (she does some on the computer) but at the least she is learning something playing candyland.

I just wish I didn&#039;t have to play with her!</description>
		<content:encoded><![CDATA[<p>Candyland is brutally simplistic and requires no thinking.</p>
<p>On the other hand, for my three year old daughter it taught taking turns, colors, storytelling (we had things happen that explained moving) and being a good winner/loser.</p>
<p>These are not strategic things she learned, but they are valuable lessons nonetheless.  I can&#8217;t wait for her to grow to play more complex games (she does some on the computer) but at the least she is learning something playing candyland.</p>
<p>I just wish I didn&#8217;t have to play with her!</p>
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		<title>By: jackal</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389387</link>
		<dc:creator>jackal</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389387</guid>
		<description>Why is the author hung up on pitting contemporary videogames against boardgames from 1930? For the &quot;Candy Land&quot; preschool market, I&#039;d put &quot;Max&quot; up against any videogame.</description>
		<content:encoded><![CDATA[<p>Why is the author hung up on pitting contemporary videogames against boardgames from 1930? For the &#8220;Candy Land&#8221; preschool market, I&#8217;d put &#8220;Max&#8221; up against any videogame.</p>
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		<title>By: Takuan</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389899</link>
		<dc:creator>Takuan</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389899</guid>
		<description>http://ca.youtube.com/watch?v=ENg-LYqGx6Q</description>
		<content:encoded><![CDATA[<p><a href="http://ca.youtube.com/watch?v=ENg-LYqGx6Q" rel="nofollow">http://ca.youtube.com/watch?v=ENg-LYqGx6Q</a></p>
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		<title>By: Larskydoodle</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389132</link>
		<dc:creator>Larskydoodle</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389132</guid>
		<description>Candyland is the boardgame equivalent to Mr. Rogers.</description>
		<content:encoded><![CDATA[<p>Candyland is the boardgame equivalent to Mr. Rogers.</p>
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		<title>By: Anonymous</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389134</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389134</guid>
		<description>All board games taught me not to play with my brother, who always cheated. Even at Scrabble.

The only games I would play with him were 3-D chess and backgammon, which I usually won. 
</description>
		<content:encoded><![CDATA[<p>All board games taught me not to play with my brother, who always cheated. Even at Scrabble.</p>
<p>The only games I would play with him were 3-D chess and backgammon, which I usually won. </p>
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		<title>By: lolarusa</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-390159</link>
		<dc:creator>lolarusa</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-390159</guid>
		<description>&lt;em&gt;ROBULUS

&lt;em&gt;Yes I tried to learn to play the Cajon, but the technique was difficult to master and I didn&#039;t have the time, so I stopped the lessons.

So you think if I played these games even longer, although they were no fun at all for me, I would eventually discover their value? Like they might teach me to play the drums or something? You may be right, but I prefer a game that&#039;s fun to play. And I&#039;m sure that the best way to learn to play percussion is to play percussion.&lt;/em&gt;&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p><em>ROBULUS</p>
<p></em><em>Yes I tried to learn to play the Cajon, but the technique was difficult to master and I didn&#8217;t have the time, so I stopped the lessons.</p>
<p>So you think if I played these games even longer, although they were no fun at all for me, I would eventually discover their value? Like they might teach me to play the drums or something? You may be right, but I prefer a game that&#8217;s fun to play. And I&#8217;m sure that the best way to learn to play percussion is to play percussion.</em></p>
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		<title>By: Anonymous</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389136</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389136</guid>
		<description>So according to Steven Johnson (and virtually all the commenters here), a &quot;good&quot; game is one that teaches X to children and/or is interesting to adults. Excuse me, but the good=educational is just as flabby as good=&quot;a positive message.&quot; Don&#039;t equate side effects (that Super Mario Galaxy encourages decision making) with value.

Sure, your too-old children don&#039;t like age-inappropriate games. Shocker! Neither do mine. My 6-year-old likes Catan and Carcassonne: aren&#039;t I the great dad? But my 6-year-old also likes to play War with face cards, and has become recently enamored with Solitare (with real cards, not that escape-from-the-corporacy computer thing). The real treat, so far as he&#039;s concerned, is to play 52-card-pickup. I kid you not.

Kids enjoy stuff that makes parents want to claw their eyes out because kids are still developing, growing, immature little sacks of meat and we are all evolved and developed. What thrills them bores us. The point of Candyland, then, isn&#039;t to teach &#039;em anything, but to give them something they enjoy. 

Because (some) little kids enjoy it. It&#039;s *supposed* to be contentless pap: it&#039;s called CANDYland. It lets kids brains take a vacation because sometimes they, just like you, want to veg out for a while. You watch &quot;Biggest Loser&quot; or something and they play Candyland. The game persists because it is fun (for 2 year olds), not because it is somehow valuable.
</description>
		<content:encoded><![CDATA[<p>So according to Steven Johnson (and virtually all the commenters here), a &#8220;good&#8221; game is one that teaches X to children and/or is interesting to adults. Excuse me, but the good=educational is just as flabby as good=&#8221;a positive message.&#8221; Don&#8217;t equate side effects (that Super Mario Galaxy encourages decision making) with value.</p>
<p>Sure, your too-old children don&#8217;t like age-inappropriate games. Shocker! Neither do mine. My 6-year-old likes Catan and Carcassonne: aren&#8217;t I the great dad? But my 6-year-old also likes to play War with face cards, and has become recently enamored with Solitare (with real cards, not that escape-from-the-corporacy computer thing). The real treat, so far as he&#8217;s concerned, is to play 52-card-pickup. I kid you not.</p>
<p>Kids enjoy stuff that makes parents want to claw their eyes out because kids are still developing, growing, immature little sacks of meat and we are all evolved and developed. What thrills them bores us. The point of Candyland, then, isn&#8217;t to teach &#8216;em anything, but to give them something they enjoy. </p>
<p>Because (some) little kids enjoy it. It&#8217;s *supposed* to be contentless pap: it&#8217;s called CANDYland. It lets kids brains take a vacation because sometimes they, just like you, want to veg out for a while. You watch &#8220;Biggest Loser&#8221; or something and they play Candyland. The game persists because it is fun (for 2 year olds), not because it is somehow valuable.</p>
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		<title>By: robulus</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389904</link>
		<dc:creator>robulus</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389904</guid>
		<description>@Takuan

Hmmm. All that repetitious banging. And like I said, I tried it and didn&#039;t get into it so I doubt there&#039;s really anything of value there.</description>
		<content:encoded><![CDATA[<p>@Takuan</p>
<p>Hmmm. All that repetitious banging. And like I said, I tried it and didn&#8217;t get into it so I doubt there&#8217;s really anything of value there.</p>
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		<title>By: blueelm</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389137</link>
		<dc:creator>blueelm</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389137</guid>
		<description>When I was a little girl I was in an extended care program after school and there were very few things to do there.  Some of the other little girls and I played Candyland as a sort of weird role-playing game.  We had a complete script.  We must have been really really bored, but my point is that if you encourage your kids to think they usually will no matter what games they play.</description>
		<content:encoded><![CDATA[<p>When I was a little girl I was in an extended care program after school and there were very few things to do there.  Some of the other little girls and I played Candyland as a sort of weird role-playing game.  We had a complete script.  We must have been really really bored, but my point is that if you encourage your kids to think they usually will no matter what games they play.</p>
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		<title>By: Anonymous</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389139</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389139</guid>
		<description>If the game is skill driven, and you have two kids of different abilities, the older kid always wins.  Go play 5 games of chess with a Grandmaster and tell me how much fun it was.  The only thing worse would be if the person who crushed you every time was your older sister who would be going on and on about how badly she beat you on the whole 5 hour drive to the beach...  

You need some games that boil down to luck in order to allow kids of very different abilities to play together and have a somewhat equal chance of winning.  That makes it fun.  </description>
		<content:encoded><![CDATA[<p>If the game is skill driven, and you have two kids of different abilities, the older kid always wins.  Go play 5 games of chess with a Grandmaster and tell me how much fun it was.  The only thing worse would be if the person who crushed you every time was your older sister who would be going on and on about how badly she beat you on the whole 5 hour drive to the beach&#8230;  </p>
<p>You need some games that boil down to luck in order to allow kids of very different abilities to play together and have a somewhat equal chance of winning.  That makes it fun.  </p>
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		<title>By: Anonymous</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389396</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389396</guid>
		<description>My daughter went through a period where she had to learn what was meant by &quot;your turn.&quot; Candy Land was good for her then.

Beyond that, contrary to what several earlier commenter remarked, there is more to Monopoly than mere chance. The strategies are fairly rudimentary, but if you wheel and deal with other players, you can actually exercise some skill.</description>
		<content:encoded><![CDATA[<p>My daughter went through a period where she had to learn what was meant by &#8220;your turn.&#8221; Candy Land was good for her then.</p>
<p>Beyond that, contrary to what several earlier commenter remarked, there is more to Monopoly than mere chance. The strategies are fairly rudimentary, but if you wheel and deal with other players, you can actually exercise some skill.</p>
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		<title>By: acrider</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389141</link>
		<dc:creator>acrider</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389141</guid>
		<description>Indeed, Candy Land is meant to train kids to play games.  For children that are ready to move past the completely deterministic rules published with Candy Land, parents can create and insert new rules.  Some basic game mechanics that can be added include:

[1] playing with a discard pile face up so that players can choose between a known card or a random card

[2] allowing players to keep a hand of cards (three or four) from which they choose the best card to play

[3] have players keep their next card face up in front of them and allow players to steal it for their own use

I have been a big fan of Wizards of the Coast&#039;s &quot;start simple and add rules&quot; method for teaching Magic the Gathering.   I think the same can be done with any game, including Candy Land.</description>
		<content:encoded><![CDATA[<p>Indeed, Candy Land is meant to train kids to play games.  For children that are ready to move past the completely deterministic rules published with Candy Land, parents can create and insert new rules.  Some basic game mechanics that can be added include:</p>
<p>[1] playing with a discard pile face up so that players can choose between a known card or a random card</p>
<p>[2] allowing players to keep a hand of cards (three or four) from which they choose the best card to play</p>
<p>[3] have players keep their next card face up in front of them and allow players to steal it for their own use</p>
<p>I have been a big fan of Wizards of the Coast&#8217;s &#8220;start simple and add rules&#8221; method for teaching Magic the Gathering.   I think the same can be done with any game, including Candy Land.</p>
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		<title>By: Anonymous</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389655</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389655</guid>
		<description>Try playing sorry with a hand of four or five cards.  instead of draw and do what you&#039;re told, draw and play back to five cards.

Sorry is fun again and kids make decisions.</description>
		<content:encoded><![CDATA[<p>Try playing sorry with a hand of four or five cards.  instead of draw and do what you&#8217;re told, draw and play back to five cards.</p>
<p>Sorry is fun again and kids make decisions.</p>
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		<title>By: janmccutcheon</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389144</link>
		<dc:creator>janmccutcheon</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389144</guid>
		<description>I agree that these games don&#039;t teach children anything and I&#039;ve personally always hated Candy Land. But that doesn&#039;t mean young kids don&#039;t love it. Rather than being a detriment, winning is completely random, so for young ones, the sheer unpredictability and the fact that can get lucky and beat a grown up is the fun factor. Obviously as they become more skillful, this game quickly gets tedious. But for a beginner, learning to take turns, learning to move around the board, learning not to throw a tantrum when you lose, and learning that once in a while, you can beat a grown up, is pretty cool.</description>
		<content:encoded><![CDATA[<p>I agree that these games don&#8217;t teach children anything and I&#8217;ve personally always hated Candy Land. But that doesn&#8217;t mean young kids don&#8217;t love it. Rather than being a detriment, winning is completely random, so for young ones, the sheer unpredictability and the fact that can get lucky and beat a grown up is the fun factor. Obviously as they become more skillful, this game quickly gets tedious. But for a beginner, learning to take turns, learning to move around the board, learning not to throw a tantrum when you lose, and learning that once in a while, you can beat a grown up, is pretty cool.</p>
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		<title>By: jordy1971</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389145</link>
		<dc:creator>jordy1971</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389145</guid>
		<description>Thanks for name-dropping go, the greatest game in the history of forever.  That is all.</description>
		<content:encoded><![CDATA[<p>Thanks for name-dropping go, the greatest game in the history of forever.  That is all.</p>
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		<title>By: Anonymous</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389146</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389146</guid>
		<description>Agree that Candyland is worthless. I thought the same thing 24 years ago when I introduced it to my first son who now works at Apple.

However, Battleship teaches a variety of skills. If you&#039;re playing randomly, you&#039;ll lose to someone who thinks before making a guess. There are strategies to use based on which ships have yet to be found and what the exposed parts of the board show. It also can introduces kid to x/y notation (if you introduce it that way instead of Bingo notation). X/y notation alone is worth the price of admission as they&#039;ll see it later on in algebra class. 

The key thing about children&#039;s games is to remember that they&#039;re for children so the lessons they teach should be simple enough for the child to figure out without the parent pointing it out. As a parent, it&#039;s tough to see that what&#039;s trivial to us can be hard the first time around. If a child never learns that there are better strategies than guessing at Battleship then they either didn&#039;t play enough games or they&#039;re not very good pattern spotters. If it&#039;s the later, they can always grow up and write dismissive articles on Boing Boing.</description>
		<content:encoded><![CDATA[<p>Agree that Candyland is worthless. I thought the same thing 24 years ago when I introduced it to my first son who now works at Apple.</p>
<p>However, Battleship teaches a variety of skills. If you&#8217;re playing randomly, you&#8217;ll lose to someone who thinks before making a guess. There are strategies to use based on which ships have yet to be found and what the exposed parts of the board show. It also can introduces kid to x/y notation (if you introduce it that way instead of Bingo notation). X/y notation alone is worth the price of admission as they&#8217;ll see it later on in algebra class. </p>
<p>The key thing about children&#8217;s games is to remember that they&#8217;re for children so the lessons they teach should be simple enough for the child to figure out without the parent pointing it out. As a parent, it&#8217;s tough to see that what&#8217;s trivial to us can be hard the first time around. If a child never learns that there are better strategies than guessing at Battleship then they either didn&#8217;t play enough games or they&#8217;re not very good pattern spotters. If it&#8217;s the later, they can always grow up and write dismissive articles on Boing Boing.</p>
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		<title>By: Anonymous</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389147</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389147</guid>
		<description>Well, there /is/ a strategy in grid games like Battleship, but it&#039;s not much more than the &quot;7 guesses&quot; sort of strategy, where you break the problem space into smaller chunks.

So, while I agree with your observations (I&#039;ve noticed these &quot;classic&quot; games of yore are pretty much a dead-end -- there is a reason we stopped playing them when we were 8) there is a strategy better than random for grid games like this.

That is, a clever human should always do better than a pseudo-random guess by a (say) a computer -- even if the computer program was then smart enough to try and find the rest of the ship once it scored a hit.

I can recommend a really great game that offers a lot of fun for even young kids, and can grow with them: Set.  It teaches basic set theory without hitting you over the head, and can be modified for various skill levels so it grows as the kids do.  Highly recommended.

Tile-placing games like Carcassonne are lots of fun for school-age kids, too, especially the simpler ones like The Castle and The City.</description>
		<content:encoded><![CDATA[<p>Well, there /is/ a strategy in grid games like Battleship, but it&#8217;s not much more than the &#8220;7 guesses&#8221; sort of strategy, where you break the problem space into smaller chunks.</p>
<p>So, while I agree with your observations (I&#8217;ve noticed these &#8220;classic&#8221; games of yore are pretty much a dead-end &#8212; there is a reason we stopped playing them when we were 8) there is a strategy better than random for grid games like this.</p>
<p>That is, a clever human should always do better than a pseudo-random guess by a (say) a computer &#8212; even if the computer program was then smart enough to try and find the rest of the ship once it scored a hit.</p>
<p>I can recommend a really great game that offers a lot of fun for even young kids, and can grow with them: Set.  It teaches basic set theory without hitting you over the head, and can be modified for various skill levels so it grows as the kids do.  Highly recommended.</p>
<p>Tile-placing games like Carcassonne are lots of fun for school-age kids, too, especially the simpler ones like The Castle and The City.</p>
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		<title>By: Brett Burton</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389150</link>
		<dc:creator>Brett Burton</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389150</guid>
		<description>Clue and Stratego are both excellent, unddrated classics and are widely available.

Both are relatively easy to learn but can be much more complex depending on the intelligence of the players. Both can involve deep strategizing and both depend on the player&#039;s ability to remember everything that is going on. 

I never understood why every kid in college owned a copy of Monopoly, but no one had Clue. Even with all the &quot;serious&quot; board games available, I still play it regularly. 


And Stratego is almost like chess and poker had a baby. 

I would also suggest Rummikub for young kids (not so young they eat the pieces though).</description>
		<content:encoded><![CDATA[<p>Clue and Stratego are both excellent, unddrated classics and are widely available.</p>
<p>Both are relatively easy to learn but can be much more complex depending on the intelligence of the players. Both can involve deep strategizing and both depend on the player&#8217;s ability to remember everything that is going on. </p>
<p>I never understood why every kid in college owned a copy of Monopoly, but no one had Clue. Even with all the &#8220;serious&#8221; board games available, I still play it regularly. </p>
<p>And Stratego is almost like chess and poker had a baby. </p>
<p>I would also suggest Rummikub for young kids (not so young they eat the pieces though).</p>
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		<title>By: Enoch_Root</title>
		<link>http://boingboing.net/2009/01/26/the-case-against-can.html#comment-389152</link>
		<dc:creator>Enoch_Root</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-389152</guid>
		<description>Well it looks like every parent here fails at parenting. Not a single one of you have taught your children Calvinball yet? It is history&#039;s greatest game.</description>
		<content:encoded><![CDATA[<p>Well it looks like every parent here fails at parenting. Not a single one of you have taught your children Calvinball yet? It is history&#8217;s greatest game.</p>
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