I just read through this article on the Wall Street Journal
Why Do Parents Cheat at Family Board Games? To Lose as Fast as Possible
and it occurred to me that the games getting the most hate - Candyland and Chutes & Ladders - were the ones with no real decisionmaking by players.
(It doesn't help that they don't seem to have read the instructions for Candyland. The option to draw two cards and pick which to use fixes almost all of the problems these parents experienced.)
For newer games, does everyone think it sufficient to give players a meaningful decision each turn so that parents have the opportunity to Not Win at will?
Personally, I would much rather give my kids help in making decisions in something like checkers or Trouble where there is (usually) more than one option each turn. Making the occasional non-optimal decision for my side is all the "cheating' I'd ever consider.
So, from a design perspective, does this indicate that there's actually a value to allowing boneheaded decisions? My concern here is Hypercompetitive Older Sibling convincing Naive Younger Sibling to do something stupid.
It's not even a poor selection of games... it's a poor selection of games compounded by not even bothering to read the instructions.
The conventional wisdom (conventional ignorance?) is that games with fewer mechanics are better for little kids. This is true only up to a point.
Candyland is great for teaching kids to take turns. And then it goes on the shelf to collect dust.
Though I'm open to suggestions, my current go-to classic game for my 4- and 6-year-olds is Trouble. Generally, your decision each turn is to choose which man to apply your dice-roll. For the younger one, we can test out each possibility and let him pick. For the older one, it's just reminding him about 6s.
I also play chess with the older one. I don't really see breaking out anything euro-complicated until the younger one can play.
But coming back to the design issues... my impulse would be to prune out any obviously stupid choices from a player's option set. But for a game that could potentially involve kids, maybe that's not the best path.