Best Candy on the Block: Rewrapped
Best Candy on the Block: Rewrapped Rulebook
Table of Contents
Table of Contents
How to Play
1. Deal the Hand
- Determine a dealer at random.
- Deal two to four players (or five when playing with the expansion) 13 cards to each.
- The remaining deck is called the leftover stash.
2. Hand Gameplay Breakdown
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Lead the first card of the trick: Leading player chooses any card in their hand to lead and starts the trick.
- The leader of the first trick is the player to the left of the dealer.
- The leader of following tricks will usually be the winner of the previous trick unless otherwise stated by cards played in that trick.
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Continue the trick: Gameplay continues clockwise, with each player adding one card of their choice to the trick and following suit if able. Following suit in Best Candy on the Block means playing a card with at least one Treat suit matching any Treat suit currently in the trick. If the player cannot match a Treat suit in the trick, or there are currently no Treat suits in the trick, they may play any card in their hand.
- Exceptions to following suit: Prank, King, and Non-Candy cards can be played to any trick instead of following suit.
- Ending the trick: Trick is complete once each player has played exactly one card to the trick.
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Determine the winner of the trick:
- The winner of the trick is the player who played the highest card ranked above 0 to the trick. The last played card wins ties.
- If only Prank and Non-Candy cards are played in a trick, the lead player wins.
- The winner of the trick takes all cards from the trick into their personal stash pile and is the leader of the next trick, unless one or more Prank cards were played during the trick. In that case, the leader for the next trick is the player to the right of the winner of the trick.
3. Score Points for the Hand
- After 13 tricks have been completed in the hand, each player scores 1 point for each trick they have won for the hand, minus 1 point for each Prank card they have in their personal stash. Players cannot score less than 0 points each hand.
4. End the Game
- Before play, pick a target score.
- Standard game - 31 points (4-7 hands).
- Short game - 13 points (2-4 hands).
- If no player has reached the target score, then record the points, pass the deal to the left, shuffle all cards together, and deal another hand.
- If two or more players are tied for the win, the player with the most total cards in their personal stash at the end of the last hand wins. If there is still a tie, players share the victory.
Advanced Rules
Don't be Greedy: players must beware of tummy aches from too much candy. The player who wins the most tricks each hand scores 0 points for tricks.
- If two or more players tie for the most won tricks for the hand, all players score points normally.
Favorite Flavors: After dealing hands from the Treat deck, deal 3 cards from the Flavor deck (marked with star pips) to each player.
- Each player keeps one and discards the rest to the bottom of the Flavor deck. The retained card determines the player's favorite Treats for the hand and stays secret until the end of the hand.
- At the end of the hand, each player reveals their Flavor card and scores bonus points for each card in their stash matching their Flavor card. A player with a tummy ache still scores bonus points for cards in their stash that match their favorite flavor, while scoring 0 for the tricks they took, and still taking penalty points for Prank cards in their stash.
King Sized Expansion
What's in it:
- The King-Sized Expansion adds 13 new King cards (crown icon) and 2 new Non-Candy cards (Non-Candy icon) that all have effects on gameplay.
- Alternate King-Size Bar. There's a new version of the King-Size Bar, you can play with the new or the original card.
How to use it:
- Add all the cards to the base Treat deck, or even pick and choose your favorites.
- When a card refers to "you" it means the player who is playing the card.
- With the additional cards from the expansion added to the base Treat deck, you can play with up to 5 players.
- You can even replace Pranks (Prank icon) or Non-Candy (Non-Candy icon) cards from the base Treat deck if you do not like the gameplay they make.
Just have fun, and don't eat too much candy!
Card Effects
- Immediate - Weird Tasting Punch and Leftover Candy effects occur when played. Or when revealed if played face down.
- For the rest of the Trick - Grab Bags and Flashlight Tag affect all cards played for the rest of the trick. If Grab Bags are played face down because of Flashlight Tag, Grab Bags has no effect.
- Winner of the Trick - Bobbing for Apples and Pin the Tail on the Black Cat change which card would normally win the trick. If both are played in the same trick, the second card played takes precedence.
- Lollipops - Worth bonus points at the end of the hand if they're in your stash.
- After Resolving the Trick - The majority of effects take place after determining the winner of the trick, but before cards are taken to stashes. The order of effects may be confusing with some combinations, in that case, the winner of the trick decides.
Lost Treats Kickstarter Expansion
What's in it:
- The Lost Treats Expansion adds 12 new Blue rank Treat cards, 1 new Prank card, and 2 new flavor cards.
How to use it:
- You can shuffle the new Treat and Flavor cards into the appropriate decks.
- Remove the Single Flavor card from the Flavor deck.
- Set aside the banana peel prank from the Treat deck, it is used when the banana card special ability is used.
- If the Known Allergens and Possible Allergens cards are played in the same trick, resolve the Known Allergen card first.
- Marshmallow Test and Bon-Bombs can have pranks used with their abilities.
- When playing a card facedown because of Candy Lockjaw, the card has no effect.