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Game
Some of the kids in my family once invented a version where you had to get one of each color in order to get through the final step, mathematically guaranteeing the game could never end. The didn't mind at all. I feel like there's a lesson here that I am too old to understand.
Title text: Some of the kids in my family once invented a version where you had to get one of each color in order to get through the final step, mathematically guaranteeing the game could never end. The didn't mind at all. I feel like there's a lesson here that I am too old to understand.

Votey[edit]

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Explanation[edit]

Ambox notice.png This explanation is either missing or incomplete.

Candyland is a racing board game for Ages 3 and up. The only element of randomization is a deck of color coded cards, that is shuffled during game setup. There is no element of strategy to the game, as players take turns to draw a card and then execute the indicated move. Since the deck is not reshuffled during a game, the outcome and winner is predetermined before the first move, even if the players themselves don't know it yet.

The comic equates a humans life with this game.

The title text has a type, and the second sentence was presumably meant to be "They didn't mind at all."

Transcript[edit]

Ambox notice.png This transcript was generated by a bot: The text was scraped using AWS's Textract, which may have errors. Complete transcripts should also describe what happens in each panel.
[Describe panel here]
Players act as if there are meaningful
Ups and downs, but the outcome of the game is set before the first card
Is turned.
In a Game Theory breakthrough, Professor Edwards discovers that human life can be perfectly modeled
Caption: by Candyland.

Votey Transcript[edit]

Ambox notice.png This transcript was generated by a bot: The text was scraped using AWS's Textract, which may have errors. Complete transcripts should also describe what happens in each panel.
[Describe panel here]
The other thing is that it sucks!

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