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You know you're playing a Knizia when...
Joe Grundy
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I know similar things have been done before, but I couldn't resist...
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Posted On: 2006-06-18 11:06:50
Edited On: 2006-06-18 11:06:50

1. Amun-Re [Average Rating:7.60 Overall Rank:49]
Joe Grundy
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The resources all keep changing value!
0 Comments
Posted On: 2006-06-18 11:06:50
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2. Taj Mahal [Average Rating:7.68 Overall Rank:38]
Joe Grundy
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There's never quite enough of what you need
to do just enough to get you in front
2 Comments [Hide]
Posted On: 2006-06-18 11:06:50
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Bill Eldard
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. . . all of which makes Taj Mahal my favorite Knizia game (and I own 30). :)
Dave VanderArk
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04050607
Of course, this design characteristic is not unique to Knizia. Consider the dilemma Moon puts on you in Union Pacific. Every turn there's a decsion to make: add a train to the board (making the company more valuable) or invest (making a payoff in the company more likely). You can't do both, even though there are times when you absolutely need to.

At his best, Kramer also puts the player in a position where you want to do more than the system will allow (El Grande, for example). Many of the best Euro games share this feature, no matter who designed the game.
3. Stephenson's Rocket [Average Rating:7.12 Overall Rank:220]
Joe Grundy
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There's never quite enough of what you need
to do just enough to keep you in front

and

It's so tightly balanced, it's almost chaos...
1 Comment [Hide]
Posted On: 2006-06-18 11:06:50
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Bill Eldard
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Quote:
It's so tightly balanced, it's almost chaos...


I'm not sure I follow your statement. Since there's no element of luck or random events in Stephensons Rocket, I always felt like I was in control.
4. Samurai [Average Rating:7.66 Overall Rank:34]
Joe Grundy
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Understanding how to control the chaos
is tantalisingly close yet juuuusssst out of reach of your poor neurons...
but just one more game and maybe you'll "get" it

and

Even though it's an abstract with a painted on theme, dang that theme skin slips on soooo nicely!
1 Comment [Hide]
Posted On: 2006-06-18 11:06:50
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Bill Eldard
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Another great design by the Master! The scoring rules --- reminiscent of his Tigris & Euphrates --- turns what might have been a run-of-the-mill tile-laying game into a outstanding strategy game.
5. Tigris & Euphrates [Average Rating:8.15 Overall Rank:4]
Joe Grundy
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Even though the theme is tightly woven in the play,
it's still an abstract with a painted on theme

and

Any opportunity you can create...
everyone else gets a go first, damn it
4 Comments [Hide]
Posted On: 2006-06-18 11:06:50
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Dave Lartigue
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Game Designer
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050607
When teaching the game to new players, you take a deep breath before starting the "How you win" part.
Tim Fiscus
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060708
I still like the tip that someone posted a while back about this...

Instead of:

"Your final score is equal to the lowest number of cubes you've collected in any single color"

say

"Your final score is the total number of complete sets of 4 colors you have collected"

Collecting and counting 4 different colored cubes in sets seems a bit more intuitive. Don't you think?
Joe Grundy
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I've concluded the easiest way to explain how to count the score is to demonstrate with a neat lineup...
Lay out some 1pt victory cubes in neat rows all together:

33333
777
4444
5555555

And point to the score. Say, with appropriate gestures, "your score is your weakest colour".

People make their own visualisation pretty quick that way.
Jason Birzer
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I'd probably teach them Ingenious first. Then when they learn T&E, they'd understand the scoring system.

Jason

6. Lost Cities [Average Rating:7.35 Overall Rank:96]
Joe Grundy
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