Have you just finished reading
The Shack and are upset that the story is over? Well, don't be upset any longer! Get in your car, go to the store and pick up the brand new and highly addictive board game;
The Shack. Once you open the box and see the contents, you'll immediately feel the same rush you had when you were reading the book. Forgot some of the important things that happened in the story? No problem! This board game will not only bring back all your favorite memories, but enhance each one, making the book even more enjoyable. Even your friends who have never read
The Shack before will get a great understanding of the story and will most likely being fallen into reading it once the game is over. As you make your way around the game board in sort of a
Candy Land fashion, it will also help you visualize the incredible scenery you once imagined in your mind as you read the text, written perfectly by William P. Young.

Mack, the main character, was on a camping trip when his daughter was kidnapped. They traced evidence to a shack deep in the forest where her bloody dress was found, but nothing else. After continuation of searching, they finally gave up and pronounced her to be dead. Mack then received a note sent to him that read: "Mackenzie, it's been a while. I've missed you. I'll be at the shack next weekend if you want to get together." The note was signed with the name "Papa", which is the nickname Mack's wife gives to God. After further thinking, Mack decides that he will go back to the shack, but does not tell his wife of his plan. As he rolls up to the shack, the scene is a dark and snowy afternoon, with the damp and barely visible shack in the distant. After entering, Mack finds everything to be the same as it was the last time he came, no one was in the house but him. Slamming the door in frustration, Mack plunges into the snow and begins to walk back to the car when he hears a noise. With a slow turn, he sees that everything has transformed. The scene is now a warm spring afternoon, with the sun kissing the horizon as it slowly fades away. And for the shack, it has completely transformed into a wonderful little house with smoke blowing out of the chimney. "Instead of the dark forbidding overgrowth of brush, briars, and devil's club, everything Mack could see was now postcard perfect. Smoke was lazily wending its way from the chimney into the late-afternoon sky, a sign of activity inside." As Mack re-entered the shack, he was greeted by three people. There was a sturdy looking man, and young black woman, and a middle-aged Asian woman. After quick discussion and much confusion, it was revealed to Mack that they were God, Jesus and the Holy Spirit standing right in front of him. Of course, he couldn't believe what he was seeing. "Thoughts tumbled over themselves as Mack struggled to figure out what to do. Was one of these people god? What if they were hallucinations or angles, or God was coming later? That could be embarrassing." Though, it did not take long for the three to prove to Mack that was he was envisioning was actually reality and that they were there with him. The rest of the story takes place at the shack and the surroundings of the shack, as Mack struggles over the intentions of God and why everything happened.
A game board in the style of
Candy Land is perfect for
The Shack because not only will you learn more about the book, but it is enjoyable for all ages. Even if you have not read the book, you can still play the game just as if it was
Candy Land, and you might even end up reading the book. To play the game, you draw a card from the pile and read the description. The text will either represent something good, or something bad, propelling you forward, or pushing you back. The cards will be descriptions or quotes of things that happened in the book, or possibly a broad lesson that
The Shack teaches people. Besides direct things from the text, there was also be a few random yes or no trivia questions about the author. It is likely that you will not know the answer, but the intense moment of flipping the card over to see if you are right makes the game more enjoyable. There will also be shortcuts, just like in
Candy Land. For example, in the book Mack walks across water because he is with Jesus. So, on the board there is the lake from the story, and if you land on the correct spot, you will be able to walk across the water to the other side. The board game will not only connect readers who miss
The Shack, but will also draw new attention to the book from people who have never read it.