Cards are either normal movement cards or character cards. The deck of cards indicate player movement. The remaining spaces are colored in order (Red, Purple, Yellow, Blue, Orange, Green) starting with Red.The Start and Candy Castle spaces are uncolored.The character spaces are filled with the color pink.These spaces have a name (or, rather, the path out of these spaces has a name.).These spaces are colored according to the standard coloring pattern below.The color of the space determines the card needed to escape from the trap. Molasses Swamp (121), stay until red card is drawn by player.Lost in Lollipop Woods (86), stay until a blue card is drawn by player.Gooey Gumdrops (48), stay until a yellow card is drawn by player.These spaces do not have a color on the board.Candy Castle (135), where the game ends.Some spaces are special and my have a different color. Normal spaces have a standard color (Red, Purple, Yellow, Blue, Orange, Green) but no name. The standard game board is made up of 136 spaces, each with a color. These rules apply unless changed in the discussion below. Players take turns (in order of age) drawing a card from the deck, and moving their gingerbread man marker to the appropriate square on the board.įor a the official set of rules, look here (or a local copy here). The game consists of a game board (pictured below), a deck of cards and a set of gingerbread man markers. Have used multiple arrays within a program.įor children who can not read.Have reviewed and strengthened your skills with procedures and functions.Have reviewed and strengthened your design skills.When you finish this homework, you should: Write a program which will simulate the game of Candyland.