Sanity Test for Candy Grab

96/100
Final Score
Finely crafted set of rules explain the game clearly and succinctly. Bravo!
Completed September 3, 2015 by Steven Dast

Rules 77/80

Structure 9/9

Requirements 3/3

Prominent on rules and box

Introduction 2/3

No thematic introduction, but for a game about grabbing and eating candy, this hardly seems necessary

Overview 3/3

Short and abundantly clear. Technically, except for a two-player game, this should be "...the other players' candy..."

Component List 5/5

Two decks are described, with total counts and (for the Playing cards) a breakdown of the different cards within the deck.

Component Pictures 3/3

Back of each deck is pictured here, as well as a sample defense and action card with clear visual guidance on how to identify these types of cards. Individual card faces are shown later in the rules where their effects are explained.

Setup 10/10

Very clear. I would normally be concerned about the use of passive voice, but in this case it works fine (and is probably less awkward than the alternative).

Setup Pictures 7/7

One easy to understand picture. Kudos for the 'hand' of cards.

Game Play 15/15

Regular people will find the intent clear, but by the letter of the turn sequence, if I have one action card in my hand and play it (as required) in step 2, then when I reach step 3 I now have no action cards in my hand and should thus discard one. To remove this potential for misinterpretation, you might try "3. If you did not play an ACTION card (because you had none), then you MUST..."
Also, I was momentarily confused by the instruction that a player with no CANDY is "skipped during the defense phase of the game." At first I thought this might mean that such a player is not allowed to play a defense card before settling on the more likely interpretation that a defense card that redirects an "I'll Take That" goes to the next CANDY PILE, so players without a CANDY PILE are skipped over. This might be clearer if the note were included with the explanation of the cards. Something like "A player with no CANDY has no CANDY PILE, so they are ignored when identifying the new CANDY PILE."

Game Play Pictures 5/7

No illustrations of game play as such. Pictures of the various cards are shown as they are explained, which makes things a bit easier to follow. Anything more is probably not needed.

End Point 6/6

Simple and clearly stated, with a nice rule for a runner up (and optional rule for a longer "tournament" option)

Overall Comprehension 4/4

Very good

Clarity 3/3

Only spotted two minor errors: one noted under overview, above, and in the final credits: "producted" should be "produced"

Presentation 2/2

Two-column layout with clearly identified sections and good placement of images.

Shop Presentation 19/20

Ad 3/3

Image conveys the atmosphere well; blurb covers theme and core essence of the game well. (Technically, this should be "A fast-paced, easy-to-learn card game...")

Backdrop 1/1

Simple, but well-executed. Note that 'Matt Games' logo may be partially or fully cut off on smaller screens and windows.

Logo 1/1

Works well with the backdrop

Action Shots 5/5

Fantastic! Love the players' expressions!

Description 5/5

Great sales pitch for the game. Minor punctuation errors mirroring those noted elsewhere (other players', fast-paced...)

Video 4/5

Recording of a full game has good production values and amply demonstrates the entertain value of the game. At 16 minutes and change, it is longer than most customers are likely to sit through and doesn't do much to teach the game. An edited version showing the first couple of turns (and perhaps the last couple) with some voice-over explaining what's happening in the game would make a much more effective video. Aim for 5 minutes for less, if possible.


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