Full Size Best Candy on the Block Rules


Best Candy on the Block

  • Best Candy on the Block is a trick-taking card game for 1-5 players and takes around 30-45 minutes to play.

  • Players take on the role of trick-or-treaters back from a Halloween night full of gathering candy, they are now comparing their takes to see who has the Best Candy on the Block.

  • First player to 31 points wins, but beware of Prank Cards or eating too many treats, which can cost you points.

The Main Deck

  • The main deck has black or orange card backs.

  • The main deck contains 57 cards including four colors (black, green, orange, and purple) of ranked sets of cards -1 to 12 and one yellow 13.

The Suit Deck

  • This 10 card deck has mostly white card back with black accents.

  • This deck is used for determining each player’s favorite suit and the trump suit for each hand.

  • The number on each suit card indicates the amount of cards, in the main deck, that share that suit. 

Game Set Up

  1. Shuffle the main deck and deal 12 cards to each player.

  2. The remaining cards from the main deck become the stash and remain face down.

  3. Shuffle the suit deck and deal 2 suit cards to each player from the suit deck.

  4. Each player chooses one of the suit cards dealt to them to keep as their favorite suit for the hand and discards the other(s).  The chosen suit card is kept hidden from other players, and can be used to earn potential bonus points at the end of the hand.

  5. The discarded suit cards are placed back into the suit deck face down. 

  6. Reveal all stash cards, so all players can see them.

  7. Starting with the player with the lowest points (or a randomly chosen player tied for the lowest points) and continuing left, each player chooses one card from the stash to put into their hand.

  8. Shuffle the suit deck and reveal the top card. The revealed suit is trump for the hand.

  9. The last player who took a card from the stash leads the first trick of the hand.

Note: Consult the back of the rules for more info on 1,2,3, and 5 player games.

Leading Tricks

  • The leading player for the trick plays the first card of the trick and chooses the trick suit from one of the suits on the card they played. The leading player may choose any card to lead, including trump cards.

  • When leading with a Prank or Non-Treat Card, do not pick a suit for the trick. Instead, the first player who plays a suited card chooses the trick suit, from the suits on the card they played. Until a trick suit is chosen, players may play any card on their turn.

  • When leading with the King Size Card, choose any suit for the trick, except the trump suit. 

  • After the lead player, the player to the left follows by playing a card, following suit if able. Play continues to the left, until each player has played one card. 

Trump Suit

  • When a player leads with a card that has multiple suits, and one of the suits is the trump suit, they must choose the trump suit as the suit for the trick. 

  • Cards with both the current trick suit and the trump suit count as trump for determining winner of the trick.

Note: if you have a card that has the current trick suit in addition to the trump suit, you can be forced to play that card to follow suit if it is your only card with the current trick suit.


Winning Tricks

  • After all players have played one card, the highest ranked trump suited card wins the trick.

  • If no trump suited card has been played, the highest ranked trick suited card wins the trick.

  • If no suited cards have been played, the leading player wins the trick.

  • The player who wins the trick puts all the cards from the trick into their personal take pile. 

  • If at least one Prank Card was played, leader of the next trick is the player to the right of the winner of the trick.

  • If no Prank Card was played, the winner of the trick leads the next trick.

Scoring

  • When the hand is complete (usually 13 tricks), each player scores a point for each trick they won and a -1 point penalty for each prank card in their personal take pile. 

  • Each player scores a bonus point for each card in their personal take pile that has a suit matching their favorite treat suit, unless they won too many tricks and ate too many treats.

  • Players cannot score fewer than 0 points for a hand.

  • The first player to score 31 or more points wins the game.

  • After scoring, if no player has scored 31 points or more, continue play. Shuffle the main deck and deal another hand.

Too Many Treats Rule

  • If a player wins too many tricks in a hand, that player gets a belly ache from eating too many treats. The player scores points for tricks they won and penalties from pranks in their personal take pile as normal, but cannot score bonus points for their favorite treat cards in their personal take pile. 

2 Players

10 or more tricks

4 Players

8 or more tricks

3 Players

9 or more tricks

5 Players

7 or more tricks

Breaking Ties

  • If multiple players have 31 or more points after scoring for the hand, the player with the most points wins.

  • If multiple players are tied for the most points, the winner is the player who scored the most bonus points from their favorite treat suit, in the most recent hand.

  • If multiple players are still tied for the win, the winner is the player with the King Size Card in their personal take from the most recent hand.

  • If no player tied for the win has the King Size Card in their personal take, all players tied for the most points share the win.

A King-Sized Expansion!

  • If you like this game, you should check out the King-Sized Expansion! Which includes…

  • Combination Suit Cards. These cards can be used for team play or to attempt high scoring games.

  • A special Bag Deck. These cards will be used with the main deck for a game called Bags of Fun.

  • New Suit Cards. These Suit Cards will not be for new suits, but will offer alternate favorite card options.

  • Trick-or-Treater Cards. These cards can be used for an alternate way to play. Instead of getting the best candy, you’re trying to give out the best candy and have the most popular house on the block. In this game you will get bonus points from matching what the trick-or-treater  likes the most.

  • New King-Sized Cards ranked 0-12 which affect the tricks in new and interesting ways.

Treat Cards

  • The most common type of cards, ranked 1-12.

  • Treat Cards each have between 1-3 of the 10 treat suits.

  • The 10 treat suits are Candy, Caramel, Chocolate, Coconut, Fruit, Gummy, Halloween, Marshmallow, Nuts, and Sour.

The King-Size Card

  • The King Size Card is the highest ranked card (13), and always considered to be the current trick suit.

  • Players do not have to play this card to follow suit.

  • If a player leads with this card or there is no trick suit selected yet, the King Size Card player may pick any suit, except for the trump suit, to be the trick suit. 

  • The King Size Card can lose a trick to a trump card if the current trick suit is not also trump.

  • When scoring points at the end of the hand, the King Size Card is considered to have no suit and does not gain a bonus point for the player that has it in their personal take pile.

Prank Cards

  • Prank Cards are rank -1, and have no suit.

  • Prank Cards are each worth -1 point to the player with them in their personal take at the end of the hand.

  • A player may only play a Prank Card three ways.

    • The player is leading a trick.

    • The player cannot follow suit.

    • No trick suit has been chosen for the trick yet.

  • If a player wins a trick with at least one Prank Card in it, they pass the lead for the next trick to the player on their right. 

Non-Treat Cards

  • Non-Treat Cards are rank 0 and have no suit. 

  • Non-Treat Cards are the only cards that can be played instead of a Treat Card matching the current trick’s suit, even when a player has a card with the trick’s suit.  These cards are helpful as a stall tactic to keep a treat card you might normally lose by following suit. 

1 Player Games

  • For single player games, set up the deck for a 2 player game.

  • Choose one hand before you look at either one to be your “opponent”. Deal the opponent two Suit Cards and let them keep them both. 

  • For an easier game deal the opponent one suit card, or deal the opponent three for a hard game.

  • When picking from the stash, the opponent will always take the highest rank card they can. 

  • The opponent hand always leads in a single player game and they choose the top suit on the card they play as the trick suit (the one at the top of the other pips closest to the rank of the card). 

  • If the card the opponent hand leads with contains the trump suit, they will choose that suit instead.

  • Shuffle the opponent’s hand and begin play like normal, except the opponent leads each hand.

  • If the opponent leads with the King Size Card, they will choose the most recently chosen non-trump suit for the trick’s suit.

2-3 Player Games

  • For two or three players games, before the game starts, divide the main deck into the 4 colors (black, green, orange, or purple), as indicated by the color of the number, leaving the yellow 13 card as the start of your new main deck. At random, select a number of color piles that equals the number of players and add them to the new main deck. For instance, in a two-person game, you would use the yellow 13 King Size Card and two of the color piles, chosen randomly. 

  • Deal 3 suit cards in two or three person games.

  • Remember that the number on the suit cards counts all cards in entire the main deck.  So in a two or three player game where you play with a smaller deck, the numbers will not be accurate.

  • For two or three player games you may change the deck between hands by picking a different color combination for the main deck or keep the main deck the same. 

5 Player Games

  • In 5 player games, deal only 10 cards for each player at the beginning of the hand.

  • If you have the expansion, you may deal up to 12 cards in 5 player games after adding King-Sized cards to the deck.

King Sized Set Up

When playing with the King Sized Suit Cards, the method for making the main deck for play is changed. The more players in a game, the more King Sized Cards you can add to the deck. When adding King Sized Cards to the main deck, the Cards chosen for the deck can be randomly dealt out or specifically picked out by players before the game starts.

Players

Remove from 

standard deck

King Cards

Deal

Stash Size

2

– All ranked cards of two colors

– All remaining 0 and 1 rank Cards

4

12

5

3

– All ranked cards of one color

– All remaining 0 and 1 rank Cards

6

12

7

4

– All 0 and 1 rank Cards

8

12

9

5

– Do not remove any cards

13

12

10

6

– Do not remove any cards

15

10

12

6 Player Games

  • With the King Sized Expansion you can have up to 6 players in a single game. To do this you need to add all the King Suited Cards to the main deck, and you need to add at least 2 of the new White and Black backed Suit Cards.

  • The new Suit Cards include 4 Cards which have the four main deck colors (black, green, orange, and purple). Also included is the 3 Flavors Card and the 1 Flavor Card.

  • All of these new Suit Cards make a player’s favorite candy something other than a specific suit, such as cards with 3 suits for the 3 Flavor Card or Orange numbered cards for the Orange Color Card.

  • In a 6 Player game, a player gets a belly ache from eating too much candy if they win 6 or more tricks in a single hand.

King Sized Suit Rules

The King suited Cards are new optional Cards to play with Best Candy on the Block. King suited Cards are always considered to be the current trick’s suit. King Cards are also slightly better than other Cards when looking at rank, think of each one as ranked 0.5 higher than their printed rank. For instance, if a trick ends with a 10 of chocolate and a 10 King Card while the trick’s suit is chocolate, the King Card wins. But if an 11 of chocolate is played, it will out rank the King suited 10. 

While King Cards can change suit during tricks, they do not give bonus points at the end of the hand for matching favorite candy suits unless noted. The 6 and 10 of Kings do give bonus or penalty points at the end of the hand, all other King Cards are considered to be worth 0 bonus points. 

King Sized Card Effects

King Cards are also different from the normally suited Cards because many have effects on the game. There is a brief explanation of what each King Card does on the Card, but here is a more in depth explanation of what each Card does and how they may interact with other King Cards. 

0 – The 0 Non-Treat (Dad Tax) lets the player who played it take one of the Cards from the trick after the winner of the trick is determined, but before the winner takes the Cards of the trick. If the player who played the 0 Card wins the trick, they take all the Cards in the trick as normal. This does not count as a trick win for points (unless they actually win the trick), but the Card taken may give a bonus point at the end of the hand if it is suited with the player’s favorite candy suit. If the 11 of Kings is played in the same trick as this Card, the player who the 0 is moved in front of gains the benefit of this Card. 

0 – As the 0 Non-Treat (Mom Veto) Card is played, immediately remove one of the played Cards from the current trick. The removed Card is discarded to the stash.

0 – As this Card is played, you may pick up to two Cards in your personal take pile to pair with it. If you do, the ranks on the Cards paired with it are added to the value of this Card. The player who wins the trick, takes the Cards paired with this Card to their personal take with the rest of the cards played for the trick. This Card is immune to The Mom Veto and The Dad Tax, and cannot be chosen as a Card affected by either of those Cards. However, the Cards paired with this Card from a player’s personal take pile, may be targeted by The Mom Veto or The Dad Tax. The Mom Veto and The Dad Tax can each only target one of the Cards paired with this Card. Unlike other King suit cards, this card plays as if it was ranked 0.25 higher than it is, so it will win ties against regular suited cards, but lose ties against other King suited cards.

1 – As this Card is played, name a new suit for the trick. The current trick suit may be chosen. 

2 – The player who played this Card leads the next trick, this overrides the leader of the next trick determination by pranks or winning the trick. If the 11 of Kings is played in the same trick as this Card, the player who the 2 is moved in front of gains the benefit of this Card. 

3 – Instead of the highest ranked Card in the suit of the trick, the lowest ranked Card in the trick’s suit wins. Trump suits are ignored this trick. Remember that King Cards are ranked slightly higher than non King Cards, so now a 3 plain suited Card in the trick’s suit would win over a 3 in the King suit. 

4 – This Card is always considered to be the current trump suit. If you lead with this card, you must choose the trump suit as the suit for the trick.

5 – Once this Card is played, each player following it plays their Card for the trick face down. Once all players have played a Card for the trick, all are revealed and the trick is resolved. The 7 of Kings has no effect if it is played face down. The 0, 1, 9, and 11 of Kings act as normal when revealed, as well as the 0 (Mom Veto). The order they operate in is first the 0 of Kings, then the 0 (Mom Veto), then the 1, then the 11, then finally the 9 if more than one is played face down. 

6 – At the end of the hand this Card is worth 2 bonus points in a player’s personal take unless they ate too much candy.

7 – Once this Card is played, each player following it has a Card picked for them to play at random by another player. The random Card does not have to follow suit. 

8 – When the winner of the trick this Card is played in is determined, after taking the Cards for the trick, they may look at the top three cards of the suit deck and exchange their suit Card they kept. The new card becomes their favorite suit. Keep the discarded suit Cards secret. 

9 – After all players have played Cards for the trick, add the remaining stash to the trick. Cards from the stash cannot win the trick. The player that wins the trick takes all Cards in the trick, including the ones played from the stash. The 0 Non Treat (The Dad Tax) operates as normal, taking a Card from the trick before the winner, even if the winner is the stash itself. The 11 of Kings always takes effect before the 9 of Kings takes effect. If the Take One Sign 10 is played, the winner may only take one card, from the trick, but they choose from all the cards.

10 – The winner of the trick this card is played in only takes one card from the trick. The dad tax still gets first choice of cards from the trick. 

11 – At the end of the trick, all Cards played by players are rotated one to the left. The new Card each player has in front of them is as if they played it themselves. 

12 – The winner of a trick with this card may look at the top three cards of the Suit Deck, if they do, they may exchange one of those Suit Cards with the current Trump Suit Card. It also functions as a normal Prank Card passing the lead of the next trick and giving -1 penalty point to the player with it in their personal take at the end of the hand.

Variant Name

Player Count

Play Style

I Got a Rock

2-10

Unique (Old Maid)

Blind Candy Shuffle

2-8

Unique (Golf/Thirty-One)

31 Candies

2-8

Unique (Thirty-One)

Sugarfree

2-8

Shedding (Crazy 8’s)

Bags of Fun

2-6

Unique

Up and Down the Block

2-6

Rummy

Best House on the Block

2-5

Trick-Taking

Haunted House

3-5

Trick-Taking (Hearts)

Match Candy-Go

2-3

Fishing (Go-Stop)

Bobbing for Apples

2-4

Fishing (Cassino)

Candy Climb

2-4

Ladder Climber/Shedding (Big 2)

Candy Pick!

2

Trick-Taking (Piquet)

Secret Stash

3

Trick-Taking (Skat)

How Many Candies do you Wish

4

Trick-Taking (Spades)

Appetite

4

Trick-Taking (Ambition)

Scary

5

Trick-Taking (Mighty)

Haunted House

  • Haunted House is a variation on Best Candy for 3 to 5 players similar to Hearts. 

  • Object – Retain the most courage. Players start with 31 points representing their courage. Each prank card and halloween suited card they take subtracts 1 point of courage from their score.  Keep the most courage and you win.

  • Deck – Remove the rank 13 and the rank 0 cards from the deck for a 52 card deck for a four person game. For a three person game additionally remove the green rank 1 card for a 51 card deck. For a five person game remove the green rank 1 card and the orange rank 1 card for a 50 card deck. 

  • Deal – Shuffle and deal each player the same number of cards, 10 in a five person game, 13 in a four person game, or 17 in a three person game. 

  • Passing – Before the first trick, players each passes three cards from their hand to another player. The players pass to the left the first hand, then to the right in the second hand, and continue switching hand to hand. 

  • Gameplay – The first trick is led by the player with the purple rank 1 card. They lead with it and name a suit. Each other player plays a single card, following suit if able. The highest played card in the named suit wins the trick and the winning player leads for the next trick. There is no trump suit. Halloween suited cards and Prank cards cannot be played during the first trick. 

  • Breaking Suit – Halloween and Prank suited cards cannot be led until they are “broken” by someone playing a Halloween suited card off suit or a card that contains both the named trick suit and the Halloween suit. After this happens the first time, Halloween and Prank cards may be led.

  • If a Prank card is led, the first player to play a suited card in the trick, names the suit for the trick. If no suited cards are played in a trick, the leading player wins the trick. 

  • Scoring – At the end of each hand, tally the amount of Halloween suited and Prank cards each player has won. They lose one point for each, unless one player has gotten at least 13 combined Halloween and Prank cards. If one player wins 13 or more point cards in the same hand, they scare all the other players for the hand, and each other player loses 13 points for the hand. 

  • Winning – Keep dealing hands until one player reaches 0 points. When play ends, the player retaining the most points wins.

How Many Candies do you Wish?

  • How Many Candies do you Wish is a variant of Best Candy on the Block similar to Spades for 4 players in two teams. Candy suited cards are trump.

  • Object – Be the first team to 250 or 500 points, decide before you play. 

  • Setup – Teammates sit across from each other. 

  • Deck – Remove rank 0, -1 and 13 cards from the deck for a 48 card deck. 

  • Deal – Shuffle and deal each player 12 cards. 

  • Bidding – Before the first trick, starting with the player to the dealer’s left, each player makes a bid for how many tricks they will take for the hand. Any bid between 0-12 is acceptable. If a player bids 0 or “nil” they get 100 points at the end of the hand if they take zero tricks. However, if a player bids “nil” and takes at least one trick, their team gets -100 points at the end of the hand. 

  • Gameplay – Once each player has bid, the player with the black rank 1 card (candy corn) leads. During each trick, each player going clockwise plays one card. The lead player names one of the suits on the card they lead with. The highest played card of the named suit wins the trick, unless a Candy suited card is played, in which case the highest ranked Candy suited card wins the trick. 

  • Candy suited cards cannot be led until they are “broken” by someone playing a Candy suited card off suit or a card that contains both the named trick suit and the Candy suit. After this happens the first time, Candy cards may be led.

  • Scoring – Once all cards have been played, each team counts the amount of tricks they won. If a team won as many or more than their combined bids, their team gets 10 points times their bid and an additional 1 point for each trick over their bid (single points are called “bags”. If a team gains a total of 10 “bags” over the course of a game, they lose 100 points as a penalty.). 

  • For instance if Sarah and Matt are partners, Sarah bids 2 and Matt bids 3 their team bid a total of 5 for the hand and won 7 tricks, their team would receive 52 points at the end of the hand. If a team does not meet their bid goal, they receive 0 points for the hand. 

  • Winning – After scoring a hand, if no team has reached the goal score decided before the game, deal again. Once one or both team reaches the goal, the team with the highest score wins. 

Up and Down the Block

  • Up and Down the Block is a rummy style variant for Best Candy on the Block for 2 to 3 players with one deck, or 4 to 6 players with two decks combined. 

  • Object – To be the player with the fewest amount of points at the end of 10 rounds of various sized hands. 

  • Deck – Use the standard 57 card deck, or combine two Best Candy on the Block decks if playing with 4 or more players, and shuffle them together. Shuffle one of the suit card decks (white backed cards) and put it to the side.

  • Deal – Each hand, cards are dealt to each player representing the house you are visiting on the street starting with the high even house, working down, then crossing the street and up the odd house side. Hand size for the ten rounds follows this order 12, 10, 8, 6, 4, 5, 7, 9, 11, and the final hand is 13.  Each hand you will reveal one suit card, revealing which suit is wild for that hand. After each player is dealt the appropriate number of cards, one card from the top of the deck is put into the discard pile and play for the round starts. 

  • Gameplay – The player to the left of the dealer starts. A player must draw one card and discard one card each turn. They may draw from the top of the deck or from the top of the discard pile. Players try to make “Runs” or “Sets” in their hands. “Runs” consist of three or more cards sharing a candy suit in sequential rank order. “Sets” consist of three or more cards sharing the same rank. 

  • All cards with the currently revealed suit are wild for both rank and suit. Non-Candy cards and Prank cards can be used to form “Sets” but not used in runs. The King Size rank 13 card is always wild for both rank and suit. 

  • Play continues until a player “goes out” by putting every card in their hand into a “Run” or a “Set” and revealing their hand to the other players. The player must still discard one card for the turn, ending with a hand the same size as they started with. Each other player takes one more turn to try and minimize their points for the hand, then play for the hand ends. 

  • Scoring – Each player counts the face value of the cards they were not able to put into a “Run” or “Set” in their hand, and points are tallied hand to hand. 

  • Winning – At the end of 10 hands, the player with the least points wins. 

Best House on the Block

  • Best House on the Block is a variant for Best Candy for 2 to 5 players. 

  • Gameplay is similar to Best Candy on the Block, but instead of players attempting to get the best candy, they are attempting to become the most popular house by giving out the candy that trick-or-treaters come looking for. Use the gold backed cards to represent the trick-or-treaters, some will be worth 2 points, some will be worth 3. Players will not have a favorite suit for bonus points. 

  • Object – Score the most points once at least one player reaches 31 points.

  • Deck – Standard 57 card deck and Gold trick-or-treater deck.

  • Setup – Setup and deal as if you are playing Best Candy on the Block. The only difference will be instead of dealing each player two white back cards, you will put the gold backed deck to the side after shuffling it. 

  • Gameplay – At the start of each trick, reveal the top gold backed card, it will have a suit and a 2 or 3 on it. 

  • First player is the player to the left of the dealer.

  • Lead player leads with a card and names a suit from that card as normal, but players do not have to follow suit in this version.

  • Highest ranked card played of the named suit takes the cards from the trick as normal and will lead the next trick.

  • Highest ranked card played of the revealed gold card suit takes the gold card for the trick. This may be a different than the player who wins the trick.

  • Scoring – At the end of the hand, players gain 1 point for each trick they won.

  • Instead of normal bonus points from favorite candy suit, bonus points are awarded equal to the value of the gold trick-or-treater cards each player has received for the hand. 

  • There are no belly aches in this variant.

  • If no player has reached 31 or more points, deal another hand.

  • Winning – Once at least one player has reached 31 points, the player with the most points wins.

Blind Candy Shuffle

  • Blind Candy Shuffle is a variant for Best Candy on the Block for 2-8 players. 

  • Object – Do not have the fewest points at the end of each round. Players each start with 3 pieces of candy, the player who has the fewest points at the end of each round must put one of their pieces of candy in the pot. When a player runs out of candy, they are out of the game. The last player with candy, gets the pot. 

  • Deck – Use standard 57 card deck. 

  • Setup – At the start of the game, give each player 3 pieces of candy. This works best with individually wrapped candies. 

  • Deal – Shuffle and deal 4 face down cards to each player. Players may not look at their cards, but may arrange them anyway they wish in front of them. One card from the top of the deck is placed into the discard pile and play starts with the player to the left of the dealer. 

  • Gameplay – At the start of a player’s first turn, and only their first turn, they look at two of their four face down cards. Players want to have high cards in their hands, though they might only know for sure what two of the cards are. 

  • A player must draw a card and discard a card each turn. They may draw from the top of the deck or from the top of the discard pile. The player looks at the card if they draw it from the top of the deck. If the player wishes to keep the new card, they must replace it blindly with a card they already have. Cards drawn from the top of the deck do not have to be kept, but cards drawn from the top of the discard pile must be kept. 

  • Instead of drawing a card, a player may choose to “knock”. This initiates the end of a round. After a player “knocks” each other player gets one more turn, then the round concludes and all players reveal their cards.

  • Scoring – Each player gets a score equal to the face value of their four cards. The player with the lowest score puts a piece of candy in the pot. Once a player is out of candy, they are out of the game and cannot win the final candy pot.

  • Scores are not cumulative and start over every new round. 

  • Winning – Once all players except one is out of candy, the player who still has candy is declared the winner and receives all the candy from the pot as a reward. 

  • Optionally you may allow the first player out of candy to play “on their honor” and they are not knocked out of the game until they lose a fourth time.

Bags of Fun

  • Bags of Fun is a variant for Best Candy on the Block, played with the standard Best Candy on the Block deck and the purple backed bag deck for 2-6 players.

  • Object – Get the highest amount of points candy put into your bag, while trying to throw off other players as to which bag is yours.  

  • Deck – Standard Best Candy deck, Suit deck, and Purple Bag deck.

  • Setup – Take the purple backed bag deck and remove bag cards until you have ranks equal to the number of players plus 2. For instance in a five person game you would remove the bag cards with an 8 on them or in a four person game you would remove the 8 and 7 ranked cards. Separate the bags into two decks with each number appearing once in each deck. Deal a card from one deck to each player, keeping the final 2 cards secret, and turn the other deck face up. 

  • Players will know which bag belongs to them as it corresponds with the card they were dealt. Two bag cards will not belong to any player. Separate the face up bag cards so they each have space in the center of the table. 

  • Deal – Shuffle and deal each player a white backed suit card. This is their least favorite candy suit, and cards with the least favorite suit in their bag are worth negative points to them. Reveal all but three of the remaining suit cards. All the revealed suits are worth double face value points to all players. The final three suit cards are left face down for the rest of the game as a secret. 

  • Deal the main deck into three equal piles and turn the piles each face up.

  • Gameplay – Starting with the player to the left of the dealer, each player in turn takes a card from one of the three face up piles of candy cards and places it on one of the bag cards. Once a bag has 7 treats, it is full.

  • Play continues until all but one bag has 7 cards in it or all the treat cards run out.

  • Scoring – Once play has ended, players reveal their bag cards to show which pile of candy cards they get. Score the face value of each candy card in your pile. Score double the face value of any cards with a revealed suit in them, negative face value for any cards with their least favorite suit in them.

  • Least favorite suit cards take precedence over the revealed double point cards. So a card with both a revealed suit and a players least favorite suit, is worth negative points equal to face value, not double points.

  • The King Size 13 card does not double in value. Pranks are worth -1 point each and Non-Candy cards are worth 0 points. 

  • Winning – The winner is the player with the most points at the end of the hand.

Appetite

  • Appetite is a variant for Best Candy on the Block similar to Ambition for 4 players.

  • Object – Be the player with the most points, and fewer than 4 tummy aches at the end of the game.

  • Deck – Remove the 0 rank, and 13 rank cards to create a 52 card deck. 

  • Deal – Shuffle and deal each player 13 cards. 

  • Passing – Before the first trick, players pass three cards to their left. Pass direction changes to right, then center in subsequent hands. Lead player is the player to the left of the dealer. 

  • Trick Rules – Each trick, the lead player plays a card, naming one of the suits on the card as the suit for the trick. Each player plays a single card from their hand following suit if able, and the player with the highest ranked card of the chosen suit wins the trick. Winner of the trick leads the next trick. There are no trump suits in Appetite. Prank cards operate as normal, changing the lead player and having no suit of their own.

  • Scoring – Once the hand is finished, players each count the points of all the cards they took during the hand. Cards with 1 suit are worth 0 points, cards with 2 suits are worth 2 points, cards with 3 suits are worth face value points and Prank -1 cards are worth -1 points for a total of 134 points and 4 negative points each hand. 

  • In a typical hand where no player has 75 or more points, the player with the most points scores 0 points for the hand and gets a tummy ache. Players with 1-14 points also score 0 points and get a tummy ache. Players who got at least 15 points, but not the most points, score points equal to the value of cards they took for the hand. A player that gets 0 or less points in a hand scores 30 points, unless 2 players both get 0 or less points, then each of those players scores 15 points. 

  • If a player has 75 or more points in a hand, they are stuffed, and score 60 points for the hand. Players with 15 or more points score their points. Players with 1-14 points score 0 points and get a tummy ache. As long as another player got a tummy ache, a player with 0 or less points scores 30 points. However, if no other player got a tummy ache or two players both get 0 points, every player with 0 points scores 0 and gets a tummy ache. The player who is stuffed may choose to pardon the tummy aches for the hand.

  • Winning –  When at least one player has four tummy aches, then, of the players with fewer than four tummy aches the one with the most points wins.

Scary

  • Scary is a variant for Best Candy on the Block similar to Mighty for 5 players. 

  • Object – The object of the game is to take as many cards ranked 8-13 as possible for your team. 

  • Deck – Remove Prank -1 rank cards from the deck for a 53 card deck. 

  • Deal – Deal each player 10 cards and 3 cards to the middle, called “the stash”.

  • Bidding – Before the first trick, starting with the player to the left of the dealer and continuing clockwise, each player bids the amount of good candy (rank 8-13 cards) they will take during the hand and also names a suit (halloween cannot be named as trump). Players may increase the bid of the previous player, or pass. When all but one player has passed, that person becomes the “ghost” for the hand. The “ghost” gets the stash cards and adds them to their hand. The named suit becomes the trump suit for the hand. The “ghost” then names a card, such as “green 9”, the player with this card in their hand becomes the “ghost friend” and is on the “ghost’s” team. All other players become the “ghostbusters” and are working against the “ghost” and the “ghost friend”. 

  • Trick Rules – The rank 13 King Size Bar wins any trick even tricks with trump cards, if the King Size Bar is led, any suit may be named for people to follow suit. The Vampire Teeth (black rank 12) is the next most powerful card and will win any trick, even tricks with trump cards, unless the King Size Bar is played. The Vampire Teeth cannot be played in the first or last trick, but must be played in a trick if another player plays the Candy Corn (black rank 1). If Candy Corn is played, the Vampire Teeth must be played and cannot win.

  • Gameplay – The “ghost” leads the first trick with any card except a trump card, the Vampire Teeth, or the King Size Bar. Highest ranked card of the chosen suit wins each trick, unless a player plays a trump suited card, then the highest trump wins the trick. Trump cards may not be played during the first trick. The player who wins the trick takes the cards from that trick and leads the next trick. 

  • Scoring – At the end of the hand the ghost team and non ghost team tally their good candy (8-13 ranked cards). If the ghost team has as many good candy as the “ghost” bid or more, the “ghost” scores 13 points and the “ghost friend” scores 10 points. If the ghost team did not meet their bid, the non ghost team scores 8 points each. 

  • Winning – Play continues until at least one player reaches 31 points, then the player with the most points wins. 

Candy Pick!

  • Candy Pick! is a 2-Player game for Best Candy on the Block based on Piquet.

  • Object – Have the most points after 4 hands. 

  • Deck – A 32 card deck containing all cards ranked 5-12.

  • Deal – Determine the dealer and deal 13 cards to each player. The dealer role rotates between each hand so each player will be the dealer 2 times a game.

  • Gameplay – 3 steps occur each hand, Exchanging, Declaring, and Trick-Taking. 

  • Exchange – Starting with the non-dealer, each player must exchange 1-4 cards from their hand. They discard 1-4 cards face down and draw that many cards from the deck. The dealer is limited to exchanging the amount of cards left in the deck. So if the non-dealer exchanges 4, the dealer can only exchange up to 2.

  • Declare – Starting with the non-dealer, players compare their hands in 3 ways to score points before play begins. Each step of declaring starts with the non-dealer first naming their best cards for each type of declaration. If the dealer has better or equal, the dealer then declares their best. If the dealer has worse, they may keep their card information secret. 

    • Flush. Players declare their best flush, such as “5 Chocolate”. The player with the higher amount of cards in flush scores. If players tie for flush count, each player adds the face value of the cards in their flush. The player with the higher amount then scores for flush. If there’s still a tie, neither player scores points for flush. The player who scores for flush scores twice the number of cards they have in their flush.

    • Run. Players declare the highest number of cards they have in sequence sharing a suit, such as “Run of 4”. If both players have the same amount of cards in a run, the tie goes to the run that ends at the highest rank. If there is still a tie, no points are scored. The player who scores for run scores 10 plus the number of cards in their longest run. 

    • Set. The best set of 3 or 4 of a kind with the same rank are declared such as, “Three 10’s”. The player with the highest ranked set scores 7 points and may declare additional sets for 7 points each, all sets declared must contain 3 or 4 cards of the same rank. Sets of 3 and 4 are treated the same, so 3x 12’s still outranks 4x 11’s. 

  • Trick-Taking – After points are scored, trick-taking begins with the non-dealer leading the first trick. There is no trump suit.

  • Scoring – Players score points according to the amount of tricks they take:

Tricks

Points

Tricks

Points

0-3

31

6

18

4

6

7-9

31

5

12

10-13

0

Candy Climb

  • Candy Climb is a 2-4 Player ladder style variant for Best Candy on the Block.

  • Object – Have the least amount of points after a number hands equal to players. 

  • Deck – Remove -1, 0, and 13 rank cards for a 48 card deck.

  • Deal – Shuffle and deal 16 cards to each player for 2-3 player games or 12 cards to each player for a 4 player game. In a 2-player game some cards are not used.

  • Gameplay – The player with the black 1 leads the first round with the black 1.

  • Each round play continues to the left with players either passing or playing a higher value meld of the lead play. When all players have passed, the player who played the highest meld for the round leads the following round.

  • There are multiple types of melds a player can lead with: 

    • Single. One card. When playing a single, players name one of the suits on the card, following cards must each be higher rank and match the suit named by the lead player.

    • Pair. 2cards sharing the same rank. Following pairs must be higher rank.

    • Triple. 3 cards sharing the same rank. Following triples must be higher rank.

    • 4 of a Kind. 4 cards sharing the same rank. Following 4 of a Kinds must be higher rank.

    • Flush. 3 to 5 cards sharing one suit. Following flushes may use a different suit, but must contain one card of higher rank than the highest ranked card in the previous play.

    • Straight Flush. 3 to 5 cards in sequential rank order sharing a suit single suit. Following straight flushes may use a different suit, but must end at a higher rank card than the previous play.

  • Play continues until one player empties their hand.

  • Scoring – Once a player empties their hand, play immediately stops and players count the number of cards in their hand. Each player scores the number of points equal to the cards left in their hand. Rotate dealer position to the left and deal again.

  • Winning – After each player has dealt once, the player with the fewest points wins.

Match Candy-Go

  • Match Candy-Go is a Best Candy variant for 2 to 3 players based on Go-Stop.

  • Object – Score the most points after each player has dealt one hand.

  • Deck – 49 card deck with all cards ranked 1 to 13. 

  • Deal – For 2 players shuffle and deal cards 9 face up to the stash and 10 cards to each player. For 3 player games deal 7 to the stash and 8 to each player.

  • Gameplay –  Start with the player to the left of the dealer and continue clockwise.

  • During a player’s turn they follow these steps:

    • Match a card by suit from their hand to a card in the stash. Matched cards become a stack in the stash. The 13 counts as all suits. 

    • Once a stack of two cards is formed, additional cards can be matched to the stack, but only if the new card contains a suit shared with all cards already in the stack. 

    • If a player cannot match a card from their hand to a card in the stash, they must play one card unmatched face up into the stash.

    • Reveal the top card of the deck and match it to a card in the stash if able.

    • If a player matched cards to two stacks in the stash, or if they make a stack with 4 or more cards, they take all the stacks they matched into, to their take pile.

  • After playing the final card, the dealer takes all remaining candy in the stash. 

  • Scoring – Players score 1 point for each card they put into sets. 

  • 3 card sets – twist candies (tootsie rolls, mary janes, and peppermint), and healthy snacks (trail mix, dried fruit, and plain apple).

  • 4 card – gummy creatures (fish, worms, bats, kids), and halloween toys (wax lips, vampire teeth, witch fingers, and spider rings).

  • 5 card – treats on sticks (lollipop, apples on sticks x2, marshmallows on sticks x2), and the balls (coconut balls x2, popcorn ball, jawbreaker, and eyeballs).

  • 7 cards – the candy bars, orange 2, 5, 6, 8, 11, 12, and the King 13

  • Junk – any cards players cannot match is counted. The player with the most junk scores half the number of cards in their junk pile.

  • Optional Pair Bonuses – 1 point for each pair, some pairs are in larger sets. Pairs are the coconut bars, the cups, and any pair in the sets above with a x2.

  • Winning – After each player has dealt one hand, the player with the highest score wins.

31 Candies

  • 31 is variant of Best Candy for 2-8 players based on Thirty-one.

  • Object – To have cards valuing closest to 31 as possible when the hand ends. The player with the hand valuing furthest from 31 when the hand ends loses 1 piece of candy to the pot. All players start with 3 pieces of candy.

  • When a player loses their last piece of candy, they are out of the game. 

  • The final player wins all the candy in the pot. 

  • Optionally you may allow the first player out of candy to play “on their honor”, in which case they are not eliminated from the game until they lose a fourth time.

  • Deck – Use the standard 57 card deck.

  • Setup – Give each player 3 pieces of candy to represent their lives.

  • Start by dealing 3 cards to each player and placing one card face up in the discard pile. 

  • Deal – Shuffle and deal 3 cards to each player. Then put the top card from the deck into the discard pile.

  • Gameplay – Play begins with the player to the left of the dealer and continues clockwise.

  • During a player’s turn, they draw the top card of the discard pile or the top card of the deck and then discard one card to the discard pile. 

  • Cards draw from the discard pile cannot be discarded in the same turn.

  • The value of a hand is equal to the face values added together of cards that share a single suit. Some suits are easier to find combinations of to add to exactly 31 than others. But remember having a score of 30 or 32 is still good.

  • The King-Size 13 card is wild and can be combined with two other cards that share a suit. 

  • When a player is comfortable with the value of their hand they may knock, and each other player takes one more turn, then the round ends. 

  • Scoring – players compare the values of their hands and the player furthest from 31 places one of their candies into the pot.

  • If two or more players are tied for furthest from 31, all tied players lose a piece of candy. When a player has no more candy, they are out of the game.

  • Scores are not cumulative hand to hand. 

  • Winning – Deal again until only one player has candy left. That player wins all the candy in the pot. 

Bobbing for Apples

  • Bobbing for Apples is a Variant for Best Candy for 2-4 players based on Cassino.

  • Object – Have the most points once a player scores 31 or more.

  • Deck – Remove 0 rank cards for a 53 card deck.

  • Deal – Shuffle and deal 5 cards face up to the stash and 4 cards to each player. 

  • Gameplay – Players make one of 4 actions during their turn:

    • Take – A player reveals a card from their hand and takes the revealed card and all single cards and combinations of cards and stacks in the stash equal to the rank of the revealed card to their personal take pile. Players may only take if at least one card, stack, or combination of cards in the stash matches the revealed card’s rank.

    • Combine – A player adds a card from their hand to a card or stack of cards in the stash. By combining you create stacks of cards equal to the total ranks of cards in the stack. The highest amount a stack can be combined to is 13. Once the 13 card is played, the highest a stack can be combined to is 12. -1 Rank cards subtract from the rank of stacks they are in. 

    • Pair – A player adds a card from the hand to a card or stack in the stash matching in rank. Cards and stacks in pairs cannot be built onto. 

    • Give – If a player cannot perform one of the other actions, or they do not wish to, they add a card from their hand face up to the stash. 

  • When all players have an empty hand, the dealer deals 4 more cards to each player. Once the deck is empty, the last player to perform a take action receives the remaining stash to their personal take pile.

  • Scoring – The player with the most cards scores 3 points. The player with the highest total Halloween suit cards scores 3 points. The player with the Green 11 scores 4 points, Green 5 scores 3 points, Green 2 scores 2 points, the 13 scores 2 points, and each 12 scores 1 point.

  • Winning – If one player has reached 31 or more points, the player with the most points wins. If no player has reached 31 or more points, shuffle and deal again rotating dealer position to the left. 

  • Optional Rules – Optionally you may require players to have a card in their hand that can take a value they build a stack to in the stash. Additionally you may require players to only Build, Pair, or Take with a single stack once they build it, unless another player interacts with the stack they built, then the first player is free to take any action with any card or stack in the stash again.

Sugarfree

  • Sugarfree is a Best Candy variant for 2 to 4 players, or 5 to 8 players when playing with 2 combined decks. Sugarfree is a shedding game based on Crazy 8’s.

  • Object – To get rid of cards as fast as possible each hand, and score as few points as you can before a player reaches 113 points.

  • Deck – Use the standard 57 card deck, or combine two Best Candy on the Block decks if playing with 5 or more players, and shuffle them together.

  • Deal – Shuffle and deal 7 cards to each player and place the top card of the deck face up in the discard pile. 

  • Gameplay – Play begins with the player to the left of the dealer and continues clockwise. 

  • During each player’s turn they must discard a card to the discard pile that matches either a suit or rank of the top card in the discard pile. 

  • If a player cannot discard a card that matches the top card in the discard pile, they must draw cards one at a time until they draw a card that can be discarded.

  • Non-Treat cards are considered a wild card and can be discarded on any card in the discard pile and any card can be played on top of them. Additionally, the player discarding a Non-Treat card can discard another card of any suit before play continues to the next player.

  • Prank cards are also considered to be wild, and can be discarded on any card in the discard pile and any card can be played on top of them. The player after the player discarding a Prank card, draws 2 cards and skips their turn.

  • The King-Size 13 card is wild, and can be discarded on any card in the discard pile, but the player discarding the King-Size 13 names one of the 10 treat suits and the card discarded on top of the King-Size 13 must contain the named suit.

  • Scoring – Once a player discards the final card in their hand, the hand is complete. Players each add up the face value of all remaining in their hand and score that many points. 

  • Winning – Keep score and deal another hand until one player scores 113 or more points. Then the player with the least amount of points wins.

I Got a Rock

  • I Got a Rock is a Best Candy variant for 2-10 players based on Old Maid.

  • Object – To empty your hand before the last player gets the Rock.

  • Deck – Start with base deck and remove the King-Size 13 card and all but one 0 Non-Treat card, the purple Non-Treat card Rock card stays in the deck for a 53 card deck. 

  • Deal – Shuffle and deal the entire deck evenly to all players, some players will have one more card than others. 

  • Pairing – Before play begins, each player looks at their hand and discards cards face up in pairs by matching two cards with the same rank. Cards are only discarded in pairs, not in 3 of a kind, so all cards except the Rock will eventually be discarded.

  • Gameplay – Beginning with the dealer, each player takes turns offering their hand to the player on their left. The player to the left blindly takes one card from the offered hand and adds it to their own hand. If the player taking the card makes a new pair, they discard it face up.

  • Play continues until one player is left with the Rock in their hand which cannot be discarded. The player with the Rock loses the hand. 

  • Continue play by dealing a new hand to all players who have not ended a hand with the Rock.

  • Winning – The player who discards their entire hand first in the final 2-player hand is the ultimate winner.

Secret Stash

  • Secret Stash is a variant for Best Candy for 3 players inspired by Skat. 

  • Object – Score the most points after three hands. 

  • Deck – 33 card deck containing all cards ranked 5-13.

  • Deal – Deal each player 10 cards and 3 cards to a face down stash.

  • Auction – After looking at their hands, starting with the player to the left of the dealer, players take turns bidding or passing for the amount of tricks they will take for the hand. If you win with the highest bid, you will only score points if you take as many or more tricks than you bid. Bids must always be at least one higher than the last bid unless a player bids nil. Players may bid nil during their first bid instead of bidding a number. Bidding nil means you score 130 points with no other bonuses for taking 0 tricks but score 0 points if you take one or more tricks. Bidding nil ends bidding and the nil bidder becomes declarer. If no player bids nil, highest bidder becomes declarer once the other two players have passed.

  • Declaring – The declarer has the option to look at the stash and exchange cards from their hand with the stash. After they look and exchange or announce they are not looking, the declarer then declares a trump suit, a grand hand, or a nil hand. Grand hands have only 13 & 12’s as trump and nil hands have no trumps. If the declarer bid nil, they are required to declare a nil hand. 

  • Trick Rules – The 13 & 12’s are the highest ranked trump cards and rank from highest to lowest 13 – orange 12 – green 12 – purple 12 – black 12. 

  • Gameplay – The declarer leads the first trick. Normal trick-taking rules.

  • Scoring – Each players points for each hand is calculated by the value of the hand times the total multipliers each player achieved in the hand. 

Declared Trump Suit

Hand

Multipliers

Points

Grand (only 13 & 12s are trump)

13

Not taking the 13 card

x3

Coconut or Marshmallow 

12

Each 12 taken

x1 each

Gummy or Sour 

11

Took the most tricks (x1 for ties)

x3 

Halloween or Nut 

10

Declarer did not look at stash

x1

Fruit or Caramel

9

Declarer met their bid

x2

Chocolate or Candy

8

Nil Declarer with 0 tricks scores 130 points

Nil Hand (no trump cards)

7

Declarers failing their bid score 0 points

  • Winning  – After the third hand, the player with the highest score wins. 

New Cards

Best Candy on the Block: A King Sized Expansion contains new cards to be used in a variety of gameplay using the Best Candy on the Block standard deck. 

New White Backed Cards

6 new white backed cards are included in this expansion. They may be used the same way the original suit cards are used. The new cards have a “3 Flavor” card which is for cards with 3 suits, and a “One Flavor” card for cards with one suit. Additionally there are four colored cards which can be used to represent the color of the numbers found in the standard Best Candy on the Block deck. These white backed cards may be added to any of the game variants that use the white backed deck. 

Purple Backed Bag Cards

The purple backed bag cards are used for the game “Bags of Fun”. Two of each bag card is included so players can keep their bag number secret. 

Green Backed Combo Suit Cards

The green backed combo suit cards are included to play a team variant of the base game. Set up a 4 or 6 player standard Best Candy on the Block game, but instead of dealing each player two white backed cards, deal each team two green backed cards and they decide as a team which to keep. 

Gold Backed Point Cards

Gold backed point cards are used for the variant “Best House on the Block”.

Contact 

For rules questions, a digital PDF copy of the rules, to share your own variant, or just your thoughts about the game, email the creator at: 

BestCandyontheBlock@gmail.com

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