Knockabout
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Re: [Review] Knockabout
I posted this reply to Spielfrieks but am reposting here. I would also note that it was pointed out to me that Tom's rating for this game (5) is the lowest of ALL the ratings on BGG and the average rating is 7.45. I would suggest to you that it is Tom, and not me, that is missing something. I also personally know many of the people rating the game and basically none of them are fans of luck-fests.
Tom Vasel wrote:
> After my very positive impressions of Pair-of-Dice games Marvin
> Marvel's Marvelous Marble Machine and Warp 6, I had high impressions
> of games made by the company. The next one from this company that I
> then tried was Knockabout (Pair-of-Dice Games, 2001 - Greg Lam). As
> with Warp 6, the game uses several different types of dice; as with
> MMMMM, it simulates marbles rolling around.
>
> Recently, I reviewed Warp 6, and I talked about how all the dice in
> the game didn't add as much luck as I thought - that the game revolved
> around strategy. In Knockabout, I'm afraid to say that the opposite
> is true. Yes, there are tactical decisions to be made in the game,
> but they are overwhelmed by the rolls of the dice. In the games that
> I've played the games have been won by the persons who have rolled
> better numbers on the dice. Rolling the dice I don't have a problem
> with, but I'm not sure I like how much high rolls affected the game.
I have to _strongly_ disagree with this. Yes, it is an advantage
in general to roll high but there is quite a lot of skill in this game. In
fact, Knockabout is probably in my top 25 games of all-time and top-5
two-player games and I am NOT a fan of mostly luck games. Greg Lam has
achieved with this game the amazing feat of creating an interesting 2P abstract
game with randomness. I can think of NO other game that succeeds nearly as
well at this. This game is by far my favorite of the Pair-of-Dice games!
I wish Knockabout were available online so that I could challenge you,
Tom, to a game or three of it. My records (which admittedly may not be quite
complete) say that I've played this game 8 times and never lost and I can tell
you in at least a couple of those games I was much LESS lucky than my opponent.
I actually like this game enough that I wish that 8 plays number were way
higher but I pretty rarely play 2P games AND I found some of my opponents not
wanting to play me again after the first game cause they felt they were way
outclassed. This issue is its own problem but is OPPOSITE of the complaint
that the game is all about luck.
> 4.) Luck: When one of your dice knocks the opponent's dice backwards,
> almost to the gutter, and then he rolls an "8" with it, hitting you
> back into your own gutter, it can be rather annoying. Yes, one should
> take into account the different possibilities, but it's just a little
> too random for me. In Warp 6, the different numbers on the die often
> had many good benefits, because smaller numbers could be used to
> "warp" down a level. In Knockabout, there's really no benefit to a
> "1", and it really stinks when that's what you roll.
First off, its not true that 1s are always bad. You even mention
the reason in your previous paragraph. High numbers are powerful but
limited because if there is nothing (or only your own dice in the way) they
push too far and can not just get out of the way of a threat like low
numbers can. Yes, high numbers are certainly generally better but not
just plain better and the dice start out at low values for this reason - a
large part of the game is looking for opportunities to increase the values
of your dice, particularly the 6s and 8s.
On your specific example, this move is almost certainly a very bad one
on your part and should have only been done if you had no choice. Rolling your
opponent's 8-sideds (assuming currently set for a low number) is just about the
worst move you can make in the game and particularly if there is a chance that
it could immediately kill one of your dice. Even if it doesn't kill your die,
he can almost always reverse the attack you made and since he is using the
highest value die in the game, you have at best an even chance (with your 8) to
win such a war. You should not have hit this die unless you could have put it
into the gutter or had no choice for defensive reasons or such. Basically,
knocking a die _near_ the gutter has limited value as most of the time he can
get away. Either put it into the gutter or set up another attack.
I think Tom is JUST PLAIN WRONG in this review and really hope he
doesn't dissuade people from trying this great game or make them think this
game is the opposite of what it is, an intense skillful abstract with a
random element livening it up but NOT dominating, unless the players are of
very equal skill level.
Aaron
ps. Yes, I might be the biggest fan of this game on the planet actually. I
actually have the feeling I like it even better than Greg (the designer) does.