by : Todd Sorrell
This game of chance, skill and strategy is fun for the whole family. Objective: To reach the end of 40 purple path stones by tossing a two-colored cake, rolling a 6-numbered cube, and pulling from a deck of strategy cards.
Game Equipment:
1) Numbered paddles with pink on one side, and blue on the other.
2) A blue and pink silicone "Call It Cake". This slightly spiky two-toned blob is durable to last through endless landings on the ground.
3) The "Call It Cube" is a 5" equilateral die with numbered faces used to roll across the ground.
4) Forty organically shaped plastic pieces called Purple Path Stones used to designate the journey from beginning to end of the game. 13 of these stones have the words "Draw Card" on them.
5) The Strategy Cards and Caddy provide the instructions for the player who lands on a Draw Card Stone.
HOW TO PLAY
Up to 6 players can participate in this game. To begin, the paddles are presented with the numbered handles concealed, and each player chooses a paddle; it’s the luck of the draw to determine order of play. Another fun alternative: A non-player hides the paddles, and everyone searches until they’re all found.
The purple stones are formed in any winding, serpentine, straight or labyrinthine configuration to designate a clear path from beginning to end. Beginning with the 3rd stone, and every 3rd stone thereafter, a DRAW CARD stone must be placed in that position on the path.
The players gather behind the first stone. All players are holding their colored paddles by the handles except for the player with Paddle #1, who holds the cake between his two hands. The best technique to toss the cake is to gingerly grab the sides like a volleyball, then fling up, creating a backward spin, making sure the cake is twirling as it goes upwards in the air.
As the cake is tossed and leaves the player’s hands, he yells “Call it!”. This alerts all players to announce their prediction of the cake color that will face up on landing. Before, and only before, the cake reaches the ground, all other players must “call it” with their paddles, i.e. predict the cake will land pink side up, or blue side up, by showing their chosen color on the front of the paddle. THE CAKE MUST TWIRL, or it becomes very obvious to call it.
If you miss the call, you miss the round. So be sharp and stay focused.
To avoid dissension, hold your paddles high and forward, so no one suspects cheating. Whoever called it correctly gets to step forward once, onto the first stone. The cake tosser and all incorrect callers remain behind the starting stone until the next round. If NO ONE calls it correctly, the cake tosser gets to step forward one stone. This rule holds true throughout the game.
The player holding Paddle #2 now must toss the cake, and put their paddle down to begin the next round. When someone reaches the 3rd stone, the Strategy Cards are called into play. The player pulls the top card from a well-shuffled deck and must follow the rules of the card. This is where strategy rules! Some cards call for decisions, so consider wisely, because it’s YOUR CALL!
Look at the stone you arrive on. Every 3rd stone gets you a Strategy Card! So assess your position on the board and be ready to show your smarts and skills.
Strategy Cards
A deck of 55 cards contained in a 2-tray caddy. When a card is drawn, it is placed face up in the discard tray after use.
12 Yellow cards – The player who draws this card gets to roll the cube across the ground. The player then gets to move forward the number of stones as designated on the top-side face of the die when it comes to a stop. If you roll a 5, you move forward 5 stones.
12 Black Cards – The player who draws this card rolls the cube, then chooses an opponent to move backwards the designated number on the cube.
12 Green Cards -- The player rolls the cube and then “calls it” upon release of the die. The difference between the actual number and the “called” number is the amount of stones he moves forward on the path. For example, if the player calls it a 5, but actually rolls a 1, he moves forward 4 stones. If the player calls it correctly, he gets to move forward DOUBLE the amount of the rolled cube number. For example, if the player calls it a 3, and actually rolls a 3, he moves forward 6 spots.
12 Red Cards – “Jan-ken-po” challenge. The Hawaiian term for the Rock-Paper-Scissors game, the strung together words pronounced “JankennaPO! I cannaSHOW!” are spoken with each swing of the hand. The player who draws this card gets to choose any opponent to a 2-out-of-3 duel. If the card-holding player wins, the two players trade places on the path. This card is a potentially big benefit to someone far behind the leader. If the leader on the path draws this card, he’s playing to protect his position, and doesn’t have to trade places if he wins. (He cannot challenge a player on the same stone as himself.) However if he loses the duel, he must trade places, therefore the obvious opponent for the challenge would be a 2nd place player on the path.
7 Wild Cards:
1 Yellow/Black. The player who draws this card has a choice of the Yellow or Black card rules.
1 Black/Green. Choice between Black and Green card rules.
1 Green/Red. Choice between Green and Red card rules.
1 Yellow/Red Choice between Yellow and Red card rules.
1 Yellow/Green Choice between Yellow and Green card rules.
1 Black/Red Choice between Black and Red card rules
1 Completely WILD Card: A choice from all 4 color card rules.
FAQs:
* If all players are on the same Draw Card stone, drawing a Red Card is inapplicable, and either the next player draws, or the next round begins with the cake toss. Be thankful!
Everyone is safe.
* When 2 players switch places from a Jan-ken-po duel, the player that moves to the Draw Card stone does not get to draw a new card.
* If more than one player steps forward on to a Draw Card stone in a round, the order of card draw is determined by paddle number.
McHALE DESIGN CASE STUDY: MONSTERVERSE- THE LEGEND CONTINUES…
Build-A-Bear Celebrates National Teddy Bear Day with Donation to The Toy Foundationâ„¢
Toy Foundation Auction is Now Open for Your Bids
Bracelets, Stickers, and Viral Fame: The Story Behind Sky Castle Toys’ Sticki Rolls
Chrissy Fagerholt: Luck is when Preparation Meets Opportunity!
Book Review: Storm: Dawn of a Goddess by Tiffany D. Jackson
Book Review: Erno Rubik and his Magic Cube by Kerry Aradhya
Game Review: Trip Chaser
Learning Express Toys Hosts 25th Annual Convention & Toy Expo at JW Marriott Tucson
Submit Your LA Showroom Details for 2025 Toy Previews
Randy Klimpert Shares his Ukulele Collection
Steve Casino Peanut Art
Everyone's Talking about POP!
Princess Etch - a Multi-Talented Etch A Sketch Artist
Joseph Herscher of Joseph' s Machines.
Connie Vogelmann designed Apiary & Wyrmspan!
Bob Fuhrer... Is THE Crocodile Dentist!
Tom Dusenberry... Bought Atari, Wizards of the Coast, and Avalon Hill!
Matt Leacock created Pandemic... the game!
Scott Brown and Tim Swindle... are Launching a New Sport!
POPDuo: Richard Dickson, Mattel’s President & COO, and Kedar Narayan, Young Inventor Challenge AMB
POPDuo: Will Shortz and Josh Wardle
POP Duo: Elan Lee, Co-Founder, Exploding Kittens.and Jeff Probst, Host and Exec Producer, Survivor
POP Duo: David Fuhrer, MNG Director, Blue Sq Innovations & Shawn Green, past Dodgers & Mets MLB Star
POP Duo: Bob Fuhrer, Founder, Nextoy and Tom Fazio, Golf Course Designer