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Doug Adams
Australia
Oakleigh
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This review was first posted to at Kulkmann's G@mebox...

Easy Come Easy Go

Author: Reiner Knizia
Publisher: Out of the Box, 2004
Players: 2-4


Easy Come Easy Go is subtitled "The game of changing fortunes", which is a good description. The game is a roll-the-dice, push-your-luck game, where the object is to be the first player to hold three prizes at the beginning of your turn.

The game is presented in a small, colourful box, and contains four special six-sided dice, small rules booklet, quality dice cup/tumbler and nine prize cards. The quality of these components is very good, from the cloth lined dice cup, to the quirky John Kovalic art on the sturdy, thick prize cards.

The game is extremely simple to grasp and play. On your turn, your roll the four dice. Instead of the standard one to six results, we now have zero to five. Anti-piracy perhaps? The player looks at the roll, and decides which dice to "freeze". Frozen dice are set aside and can't be rolled again. In order to continue, at least one dice must be frozen between rolls.

Players are trying to claim prizes, which are die rolling results that sound a little bit like Yahtzee. Examples include Two Pair, Seventeen or More, Straight, Three of a Kind, All Odd, etc. If a prize is hit, you can claim it and place it in front of you. Prizes can be claimed from anywhere, even other players.

If you're holding three prizes at the beginning of your next turn, you win the game.

Easy Come Easy Go is quirky and quick. There isn't a lot to it, you simply balance your freeze decisions so that you stand the best odds of taking a prize with your remaining dice. As soon a player holds three prizes, every other player has one chance to pounce before they claim victory.

The sits somewhere between the raucous fun of Exxtra and the more analytical play of Heckmeck am Bratwurmeck on Knizia's list of dice games. A nice 10-minute filler before the next meaty game comes off the shelf.
 
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Neil Wilson
United Kingdom
bristol
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Re:User Review
dougadamsau (#89903),
meeple Not that I've played this game yet, but I'm interested by the comment that the game must be harder to pirate because the dice range from 0 to 5, as opposed to 1 to 6. Surely all it takes to make your own set is to adjust the values on all numeric cards (eg exactly 3) up by 4. My probability theory may be a bit rusty, but surely that's all it takes ? I'm going to try.
 
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Mark Haberman
United States
Painesville
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Re:User Review
OrangeHat (#457011),

The components are so nice, and reasonably priced it's worth the money. Besides, the 0's add a little character to the game.
 
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