Home > Index > K

More review pages: A B C D E F G H I J K L M N O P Q R Sa Sk T U V W X Y Z
site search
- K -
Kampf um Rom (Struggle for Rome)
The most recent installment in the apparently bottomless well that is Catan distances itself even more from the original, even omitting the name from the title. Here it might otherwise have been "Barbarians of Catan" as each of the players represent such, invading the Roman empire in its late stages. The Settlers of the Stone Age began the experiment of having pieces move across the board and decide where to settle. Now this novelty is taken further with pieces never finding homes until the game's last third, yet providing "production" at their interim locations. Meanwhile these armies – each player fields two – are moving to conquer non-player forts of various strengths, resolution being provided by simple numeric comparison. For this they receive randomly drawn rewards which are generally balanced, even if they have no correspondence to the difficulty of the task. In addition, each reward has a color corresponding to which of the five regions of the empire it's in. Collect three in the set and the army can stop moving and become an expanding kingdom. Resource cards are used to strengthen armies, buy wagons (which give handy gold) and buy development cards. Coming in only four types, they are not strongly differentiated in their functions. Everybody needs everything and thus the usual differentiated strategies are oddly absent. As a consequence the trading rules have become an appendix, a leftover feature that's not really used or needed. Some will welcome this, to be sure, but it must be considered, after strategy and negotiation have gone, what is on offer? Well, tactics. Trouble is, there really aren't enough of them to keep players interested. At most, players can grab a stronghold before someone else, but as targets are plentiful this usually doesn't mean much, leaving as the main challenge the mechanical one of analyzing the map to find the best route, etc. There are at least two design paths that could have been taken. The obvious one of increasing the tactical considerations by permitting inter-player combat would have been very surprising for Kosmos. The other, increasing the emphasis on theme by giving each tribe an historical name and appropriate special powers would have been so as well, unfortunately, and less justifiably. But there are at least three bright spots as well. One is the component quality, now featuring plastic pieces – these have become the norm for Catan games in Germany, but may be strange and surprising to us Americans who have grown to love the wood. Kosmos have stated that they prefer the more detailed plastic for its ability to resemble more clearly what it represents and thereby hope to heighten the atmosphere. A second highlight is the movement system which makes simple and fun something which in other games can be annoying and overly detailed. This is done with strategically placed arrows in the travel paths. Instead of counting hex to hex, one just pays every time an arrow is crossed. This also lets the map stay fair with compromising Europe's geography. The last innovation is that all four production dice rolls are doine at the start of the round and none may be duplicated. Players who believe Catan is too subject to the whims of dice may be pleased and this rule could well be backported to other editions. The mechanism handling this could be improved however, by use of a card or chit draw which would avoid the inevitable re-rolling. So like trading, the dice become another appendix. Another concern is that the deck of special cards is somewhat unbalanced, especially when the different natures of the game stages are factored in. Overall, it's not so much that the game is bad, but rather that not enough of it is good. What is there is simple, straightforward and playable – for this reason it might not be too bad for the younger set. The rest of us are better off staying with The Settlers of the Stone Age.
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Low; Personal Rating: 6
Klaus Teuber; Kosmos; 2006; 3-4
Kanaloa
Hard-to-classify self-published game by Günter Cornett is at least outwardly similar to his popular Kahuna. Players traverse a Pacific archipelago via a network of directional fish, the clever aspect of which is that travel is only allowed on fish of one's own color or fish that are upside down, but using a fish turns it over. The purpose of all this travel is to collect items which can be sacrificed to the gods of Hawai'ian mythology which yields temples, the real competition in the game. Temple-building is made more challenging by a scoring mechanism reminiscent of Euphrat & Tigris. Layered on top of this are achievement awards akin to those of the Longest Trade Route and Largest Army from The Settlers of Catan, but here the reward is not one of victory points, but of extra capabilities which "break" the normal rules. The result is a rather deep game which still has rather simple instructions and short turns. What is the minimum number of points one can expect to achieve and still win? How many powers do you need? Which is the most important to have, and in what combinations, in the early, mid and end games? Should you collect just a few colors in great quantity or all colors in lesser quantity? Such questions will bedevil and entertain players as they engage in their first, second, third and tenth outings. Production is impressive with quite a bit of wood, especially for a self-published effort. Strategically, it seems, at least so far, that sixty points has a good chance of being a winning score. As far as the gods go, players often seem to postpone temple-building until they can win the gods card, but the second place gods protection cards are quite worthy as well. Some players may feel a bit hamstrung by the number of movement choices they have, especially in the case where there is exactly one path off an island – such players should try to claim the Kanaloa card early. Rewarding as it does the ability to foresee the most likely risks and eventualities at least a couple turns down the road, this is a game recommended for master strategists. Also works well with three, the added complication of the protection cards being omitted. Slightly reminiscent of both Time Pirates and Captain Park's Imaginary Polar Expedition in that all feature movement to collect sets, but rather deeper than either. [notes] [Bambus]
Kap Hoorn (Cape Horn, Cap Horn)
Board game about sailing around Cape Horn. Of some interest, but a bit anti-climactic as the winner becomes apparent quite a bit before the game actually ends. It is vitally important that each player carefully study the activities of the player to the immediate left as it is not always obvious when someone is about to win and whether it is the last chance to stop that player.
Karawane
Blind bidding game about camel racing. Easy to understand, but difficult to win. Highlight is probably the extremely nice presentation including four-part interlocking water gourds and nicely-made "bale of silk" tiles.
Kardinal
Multi-colored, free-form abstract of city building for four. Finishes in twenty minutes and provides a nice side entertainment of watching the five-color city grow before your eyes. Playing a good defense, i.e. limiting the opportunities of the player to your left appears to be key, so to that extent there may be a bit of a kingmaker situation.
Kardinal & König (Web of Power)
Essentially a tile placement game where placement is based on cards in hand. Cards are replenished via a limited drafting mechanism. Ostensible theme is about placing monasteries and king's counsellors throughout Europe – although never stated, I believe this is inspired by the Templars, who have become so well known from the popular book, The DaVinci Codes. There are three strategies to pursue: long connected strings of monasteries, counsellors in connected capitals and dominance of various countries. Ornamentally nice graphics are functionally challenged at times, particularly the connections between capitals, which should have been done by drawing lines between the capitals themselves. Very quick turns and a rather short, elegant game results in a satisfying experience. Initially appeared to share a problem with Kontor, (previous game by the same designer) that if one is unable to draw the right cards there is significant penalty, but sustained play will reveal that even when the cards are not right for play of monasteries, there are still good possibilities for playing counselors, even in the first round. [Holiday List 2004]
Strategy: High; Theme: Medium; Tactics: High; Evaluation: Medium; Personal Rating: 8
Kardinal & König: Der Vatikan is a free expansion kit for those who love the game too much. Now counselors can be used to double any of the valuations on a first come-first served basis. Do you jump on the opportunity before you have the base points secured or wait and risk someone else jumping on it before you do? This is good for players not investing much in counselors, but those who are need to be careful not to be caught short. This is completely unnecessary for first time players, but if after dozens of playings you but need just a bit of variety, check this out. [Spiele aus Timbuktu]
Strategy: High; Theme: Medium; Tactics: High; Evaluation: Medium; Personal Rating: 6
Kardinal & König: Das Duell is a cut and play expansion enabling a two-player situation. This is accomplished by addition of a virtual third player, the king, who has his own cards and whom the players take turns taking turns for. The king does not gets own points, however, but instead grants them, per color, to the player who has played the most cards in that color. In addition, each player receives three chits by which the normal rules of the game can be broken, once. A three-person playing of this game already sees quite a lot of the board unused; here the effect is even more dramatic, the more so since cards are constantly being removed from play in order to track the five dominance races pertaining to the king. This also makes the game go rather quickly, probably too much so as there isn't time to develop all one would like. But the king's presence changes strategies quite a bit and old hands will need to revise their approaches in order to do well here, a healthy challenge. For example, few points are available from chains since the king can always be used to easily cut them off. On the other hand, card dominances are very important. The old ploy of getting down three cards every turn is dramatically weakened since only one card per turn may be saved for dominance contests. While this is not an ideal two-player game and something done from scratch with this in mind would probably be better, this offers sufficient interest for repeat play. [Spiele aus Timbuktu]
Strategy: High; Theme: Medium; Tactics: High; Evaluation: Medium; Personal Rating: 6
Kardinal & König: Das Kartenspiel (Richelieu)
Web-published card game version of Kardinal & König. Each country location is represented by a card, all of which are randomly dealt out in a face up 14x4 grid. Players take turns drafting a card or two from the long edges, trying to dominate some regions and get a lot of points by being second or third in lots of others. Although the visual fun of extending roads is gone, this is probably more strategic as it's no longer necessary to depend on luck of the draw to determine where one can play. Rewarded instead is a healthy ability to look ahead and guess what others will do before one's next turn is rewarded. Recommended for times when more than two players want an challenging strategy game which is not too long. The professionally published Richelieu depicts the struggle between the notorious cardinal and Queen Marie de Medici for control of the mind of King Louis XIII and is intended for only two players, which seems the least interesting option. In this mode, any good opportunity not taken is a gift to the opponent so many choices become meaningless. Victory is only a matter of tiny shifts and luck in chit draws, reducing interest considerably. [Spiele aus Timbuktu]
Kathai
Multi-player card game is about trading commodities in old Cathay. About collecting and trading cards and deciding the best time to turn them in for points. Offers at least two possible strategies, one of achieving a large, valuable collection, the other of turning in several smaller collections, but rather quickly. Of course which one to use greatly depends on what the other players are doing. Definitely worthwhile for just about all players.
Katzenjammer Blues
Quick Knizia set collection card game. Of some interest, but over too quickly for the taste of many. Try it with three or fewer players to address this.
Kaufleute von Amsterdam, Die (De Veilingmeesters van Amsterdam, Les Marchants d'Amsterdam)
Knizia game about merchants in Amsterdam and around the world. Glorious game with a single, but very glaring flaw. The graphics are simply gorgeous including a wondrous historical-looking map depicting Amsterdam and various exotic trade locations around the world. Around the border is a time track which is that rarity, both historically significant and tightly integrated into the play of the game. Not to mention a large, faux marble spring-loaded ticking clock. Play of the game is also a fascinating challenge for game players as they may try to navigate their way to victory via three separate strategies. But on to the problem. This clock is meant to simulate a timed Dutch auction, meaning that the auction winner is the first one to smack the clock on its top. Not only do I have no desire to relive childhood days of playing Slapjack, but a game with real-time features does not strike me a desireable or cerebral form of entertainment. It might also be mentioned that at the time of this writing, when the game has just begun to be played, already at least two different reports of clock malfunctions have appeared. Plays just as well without the gaudy gadget if you used in-the-fist bidding and count down from 200. Use player order to resolve ties in this case. All titles translate to "Merchants of Amsterdam".
Kerplunk!
Game for children builds a lattice with sticks and then watches marbles fall through the gaps. Not of interest to serious players.
Kette von Saba, Die (Das Kollier der Königin von Saba)
Game ostensibly about the re-assembly of a necklace supposedly given to to the Queen of Sheba by King Solomon is close to pure abstract. Seems unfortunate that the necklace design is determined so early and strictly as perhaps more creative plays would otherwise be possible. Auctions seem to go rather predictably as, contrary to all expectation, best value for a jewel is very often achieved by immediate placement rather than delaying until a judicious moment. Finally, luck of the draw, especially bad luck in drawing worthless tiles seems to swamp most of the skill. It's all a bit unfortunate as there are interesting, elegant ideas here and nice-looking artwork. Though not by Rudi Hoffmann, slightly reminiscent of his Café International and Maestro.
Key Harvest
The latest entry in the Key series starts out looking like an SUV, but turns out to be a roadster. For starters, players have lots of items to play with. Each gets a board showing a labeled hex grid, a smaller "show window" board, a screen to hide item cubes which come in five colors, a set of worker tiles and a player aid card in English and German since options and scoring are complicated enough. With all of this one is already expecting a substantial game. Now add to them a main board which holds a number of neutral workers, board tiles on offer which have been randomly drawn from the cloth bag and the event tiles drawn so far which constitute a ticking clock measuring the length of play. Victory points are achieved by constructing two large groups of tiles. This isn't that easy since every tile is labeled for only a single location, meaning several players may want it The other main source of points is in placing workers, especially the neutral ones. These have requirements about the number of tiles they must touch and so one needs to acquire surrounding tiles for this purpose. Acquiring tiles is a strange process. One of the actions is to take tiles from the main board and place them in the show window, setting a price using one's own items. It's as if a store owner wishing to charge $10 for an item had to put out a ten dollar bill as an example. Then too, setting prices is a tricky business. If one wants the tile, it's necessary to give every other player a shot at it first, so how high should it be priced to scare them off and yet not cost too much? If instead the idea was to make a sale and earn some items, how low does the price need to be and what are the correct types for the hoped-for buyer? Not mentioned yet is the fact that placing workers has useful side effects and also that placing a tile on a worker's space lets the worker be immediately placed anew, re-triggering the side effect. But just when all of this starts to look like it's at the Die Macher or Reef Encounter level of complexity, the random events and neutral workers start showing up. These include things like stealing tiles from other players, being forced to give a tile to the righthand neighbor and receiving one from the left. In effect, whatever elaborate plans have been made are very much subject to change. Some may feel that this trips up a highly analytical exercise while others may find that the system overly complicates an essentially simple situation, but either view is to fail to embrace the improbable rollercoaster ride that this is. Maybe allowing only a single action per turn would have been a win since it would have simplified the rules and many actions generate so many side effects, but we'll trust Mr. Breese that this was necessary. It would have been nice if the apple products were represented by red rather than orange cubes. But these are minor points. Hiding here is an enjoyable family-style game once one has managed to wade through its rules and systems.
Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: High; Personal Rating: 7
Richard Breese; 2007; R&D Games; 2-4 [Buy it at Amazon]
Keydom
Innovative allocation system in a fantasy kingdom is interesting but seems to suffer from repetition and kingmaking in the endgame. [more]
Keythedral
The ecclesiastical chapter of Richard Breese's "Key" series (see Keydom) is concerned with ownership of those precious front chairs, no doubt representing the highest social positions, within a cathedral. The way to obtain them is by purchase and the way to acquire the funds is at the heart of the game. The production system looks as if it started with The Settlers of Catan, changed the hexagons to octagons and put the ownership markers in the resulting square-shaped gaps. The analogy even carries further as these ownerships may be doubled much as Catan cities are. But it's in its method of distribution, being diceless, that it shows innovation. Here players take turns going first and deciding which category of markers will produce, the key being that each "land" only produces once per round and first come-first served applies. This leads to all kinds of cascading effects which may be worth study as taking a land away from an opponent may later force him to take away something even more valuable to you. This makes the pre-game setup decidedly strategic as players can approach it in different ways, e.g. reducing the left hand neighbor's output, avoiding the right hand neighbor, avoiding all neighbors, maximizing surrounding lands, etc. For the strategist this process is probably the height of interest, the remainder being mostly tactical as it's a question whether anyone can win without a policy of building up production as fast as possible. Trying to buy the the cheaper chairs early doesn't seem to pay off and buying the special effect "law" cards – because a law is anything that lets you do something the king does not want? – are rather hit-and-miss. (They can be rather frustrating to others however and render completely meaningless a couple turns of careful planning.) Other factors such as duration, accessibility and graphics are fine. As workers, pawns might have been easier than tiles to pick up without disturbing the map, but would not have been as aesthetically pleasing. It might have been nice to print game information on the inside of the player screens, but maybe the text would have ended up too small to read easily. Most of all it would have been nice to have a game centered around its most innovative idea, the world building, but what we have is mostly logistical and tactical after the pre-game and somewhat random. It is also in the Anglo-American tradition, there being plenty of chance to mildly ruin the day of one's fellow cathedralgoer. Succeeding in what it attempts, Keythedral is that unusual beast which doesn't fit cleanly into any single genre or audience, but succeeds at combining bits from several.
Personal rating: 6
Khronos
At least one insight is something every novel should have. Of course the best of them include many. But finding insight in a society game is much rarer. That's why it's so special to find that this game of time travel makes the nice realization that in the Age of Might religion and civic institutions were subservient to military power, that in the Age of Faith religious institutions were paramount and that in the Age of Reason the focus became the city, with the castles and monasteries of former ages becoming valued as relics for tourists. The technique is to represent the same region on three identical boards, one for each of the ages. Players lay tiles on any of the boards based on cards in hand. They may create a new building or enlarge one of their existing ones. Buildings which reach a certain size are duplicated in the same locations in the later ages, possibly obliterating something else should it be in the way. Similar to Euphrat & Tigris, each group of buildings is a kingdom and when they are joined, there can be disruptions. But her players do not get to play hand cards to affect it, however, and there are no leaders to remove. Instead, the issue is that there can only be one largest building of a type and any others must be reduced. This system leads to the interesting novelty that conflicts now now occur not just from kingdom joinings, but also from break-ups. As in Euphrat & Tigris, as well, there can be some frustration in that it's difficult to always build what one wants. For one, the player's time traveler pawns must be in the right age an dmoving them costs money. Second, saving cards between turns is not allowed – one is stuck with the four received. The ability to pay to discard and re-draw is probably a foolish hope in most cases. As a consequence, a good player will probably set up ongoing projects of all three types. On the other hand, the board gets crowded, especially with five players, so it will be useful to specialize in a particular era. Production is handsome and functional. Some might wish for grid numbers on the boards to facilitate time rippling effects, but really the rivers provide sufficient landmarks to make these superfluous. A card summarizing play might have been nice. The deck is small – only twenty-nine cards – which leads to lots of re-shuffling, but this helps to prevent wildly-skewed hands. (I still remember too well playing a game of Euphrat & Tigris when for four turns in a row I could draw nothing but river tiles.) The game misses an opportunity by not tying its map to some real world location, but probably makes up for it just on the strength of its concept. Downtime and chaos might be a bit much here for five players, but otherwise this is both worthy and fun.
Strategy: Medium; Theme: High; Tactics: Medium; Evaluation: Medium; Personal Rating: 7
Ludovic Vialla & Arnaud Urbon; Matagot; 2006; 2-5 [Buy it at Amazon]
King Lui (King's Breakfast)
Childrens card game of repeated drafting by Alan Moon and Aaron Weissblum. The breakfast dishes that players draft are essentially treated as stock shares. Then, similar to Paris Paris, the card not taken is added to the king's table to strengthen this particular "stock". This alone would be pretty interesting as one must always think in two different ways at the same time, first to find the most valuable card, second to worry about who will be helped most by the one which is left over. But added to this are two further wrinkles: (1) dragon cards – thematically something seems lacking in this – which are used to delete two items from the king's table and (2) that collecting more of a stock than the king yields one nothing. Just as in Paris Paris, can be frustrating and perhaps a bit unfair if the card selection and rotating turn order do not work out to advantage, but at least it's short enough that few will mind overmuch. Attractively cute illustrations leaven the experience. This is another of those precious few which can be played by children and yet still enjoyed by adults. [Holiday List 2003]
King of Siam
Majority-control game set in the Thailand of 1874. Other than the starting cube locations and player and scoring orders, there is no randomness. Players all hold the same sets of cards which permit adding cubes to the board, swapping cube locations or changing the scoring order. Playing a card has the side effect of allowing the player to take a cube from anywhere on the board. There are only three factions – in the primary colors – and no player is intrinsically attached to any of them (although each begins with some leaning). Rather, the player tries, by the end, to have taken the most cubes in the color which ends up controlling the most provinces. In case too many provinces end in a tie, the Imperial British are considered to have taken over and the player with the most diverse cube collection wins instead. The physical and artistic qualities are very good. The cards are successfully iconic once explained. As with Clans this one is for fans of the elegance of the nearly pure abstract. But for theme fans there is hardly anything at all. Factions do have names and areas of concentration, but nothing else to differentiate them. It's unclear who players are supposed to represent as well. All of this is a real shame as not many games have this setting. In terms of mechanisms, the elements have been seen before, though not quite in this combination. Victory most likely depends on the number of times one can take just the cube color needed and still have that color win. Of course the more a color is taken the less its chances since it leaves the limited supply of cubes which can enter the board. With four players this is played in partnership which is fairly weird as it can be quite difficult to tell what the partner's plan is and whether he is indeed trying to pursue one or is simply attempting to help oneself.
Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: Medium; Personal Rating: 5
Peer Sylvester; Histogame; 2007; 2-4
Kingsburg
Dice and economic engine game set in a medieval fantasy time frame. It's unclear who put out the memo, but dice games in which one rolls to claim something seem to be breaking out all over (see To Court the King for another attempt). Each turn all players simultaneously roll three dice and then take turns, lowest roller to highest, assigning them to various locations on the board, based on number of pips. Each location has a unique personality offering a different combination of items including gold, wood, stone, victory points, military power, military scouting and the ability to alter rolls. If players don't allocate all of their dice in the first go they may place the rest later, leading to some need to figure out what others are doing. The raw materials earned are used to construct buildings, of which there are twenty depicted on the player's personal tableau, each of them offering a different special ability. Interest is added by forcing buildings in the five rows to be constructed from left to right. Players have the choice of being a generalist or specialist, each row having its own theme – one for improving the engine, one for war, one for free items, one for getting points right away but in a vulnerable condition, etc. Vulnerability comes in during the winter when menacing raiders (goblins, zombies, demons, etc.) threaten in the form of a card. Each player adds his personal war abilities to a common die roll. Exceeding the raider number provides a reward while falling short causes losses as specified by the card, sometimes even a building and its associated victory points. Most of this works fairly well, but certain factors combine to the detriment. Two stand out. The first is a lack of engagement. Because choice of a board slot locks out all other players, it's practically impossible to plan one's turn as one doesn't know what choices will be available. Meanwhile, player turns take longer than they otherwise would. The downtime, especially with five, can be noticeable and annoying. The other issue is that it's difficult to stop a runaway leader. There is a catch-up mechanism provided which helps to prevent a fallaway loser, but the battle mechanism which was probably meant to stop a runaway can easily fail, depending as it does on a die roll. If the roll is always high in the latter turns, the leader can easily skate home to victory. Lesser quibbles are that making an extra, but different special thing happen every turn is more annoying than charming and breaks up flow of play. These could have easily been done all at once. Moreover, the turn track which indicates these is poorly illustrated and thus difficult to use. The artwork in general is rather garish and cheesy-looking. There are some strange features as well, such as the fact that gold, which one would think the rarest commodity, is actually the easiest to come by. Well perhaps it's a very small amount of gold indeed, and maybe should have been represented as coins. Another oddity is that the queen, at 17, appears to provide more valuable rewards than the king, at 18. Finally, and perhaps significantly, at just 15 rolls of three dice each, there may not be enough rolls for things to balance out statistically. But overall, most of these issues can probably be fixed with a judicious variant and if played with fewer than five. This done, players will probably find this easy to learn ndenjoy exploring for several replays the various building paths. Note that with small numbers of players neutral dice are added to make matters more challenging, so it may not be a good option for two-player play either.
Strategy: High; Theme: Medium; Tactics: Medium; Evaluation: Low; Personal Rating: 6
Andrea Chiarvesio & Luca Iennaco; Mario Truant Verlag/Elfin Werks; 2007; 2-5 [Buy it at Amazon]
King's Gate
Reiner Knizia multi-player tile layer, set in a medieval city amid a few fantasy elements. This is a revision of his earlier Der Herr der Ringe: Die Gefährten das Kartenspiel and also has features familiar from his Samurai. Here each player has an identical set of square tiles and works with a randomly selected subset. On a turn they place one or more of these adjacent to the current rectangular scoring tile, which is complete when surrounded by ten tiles. The players with the most surrounding points receive victory points while the completeing player gets to place the next scoring tile. Some scoring tiles provide special powers in the form of a wizard or sorceress or similar. Another fantasy element is the dragon tile which permits removing another's. The artwork probably is overbalanced in favor of communication as the tiles are quite readable, but the backgrounds so busy and monochrome that they leak aesthetic appeal. The game itself should work better than it does – this may be a rare Knizia misfire. The ideas (1) that one person gets points and another chooses the location and (2) that what was previously played on the board for a wholly different purpose now matters again are very good ones, but the bonuses for winning just seem to be too much. Too often a payer just builds on this success leading to an unstoppable rich-get-richer steamroller.
Strategy: Medium; Theme: Low; Tactics: High; Evaluation: Low
Klunker
Another card game from Uwe Rosenberg, designer of Bohnanza and one which is arguable more intricate. While appearing simple, it can be deceptive trying to look ahead and figure out what all of your opponents are doing and how to beat them. The idea that you don't want to accrue too many extra goods saw an earlier work out in the original version of Bazaar. The title is German slang term for jewelry that was never translated for the English-language version. [analysis] [variant]
Strategy: Medium; Theme: High; Tactics: High; Evaluation: Medium; Personal Rating: 6
Uwe Rosenberg; Hans-im-Glück/Lookout; 1999; 3-5
Knatsch (Knights)
Dicing contest for up to six players. Not so different from Fill or Bust really apart from the addition of being able to affect other players. Dissatisfying aspects are lack of general strategy, considerable downtime and too many opportunities to pound down a leader, leading to the experience outlasting its welcome, all with luck of the dice being over-dominant.
Knights of the Rainbow (Im Schatten des Sonnenkönigs)
Very disappointing 1999 card game in a fantasy setting has almost no strategy. German re-issue of 2002 means "In the Shadow of the Sun King" and transfers setting from fantasy knighthood to the court of French king Louis Quatorze. The new version succeeds in increasing tension by means of many more special cards which are auctioned off and once owned, permit either enhancing one's holdings or lessening those of an opponent. The other change in this regard is an uncertain ending. The result is like Union Pacific sans board and with dominance of a stock conferring special powers. But to truly understand how the new game plays, imagine several people building up structures with wooden blocks. When you're not looking, an opponent goes over and knocks down most of yours. "Hey, stop that!" you say, at the same time knocking over someone else's. And on and on until Mom comes in the room to stop you. Whoever's blocks are highest at that moment wins. This virtual video clip does not show the tendency of the rich to get richer, but I think does make clear that the only way for the weak to catch up is to gang up on the strong and the very live inherent kingmaker possibilities. This game of immediate gain is not for long-term strategists as there is little to plan. The audience is clearly players who enjoy the sudden tactical strike. The artwork is nicely realized although some might have preferred wood or plastic to cardboard for the gold and strength markers. Unlike Bang!, no attempt has been made to internationalize the many cards so readers without German will need at least a couple of cheat sheets, unfortunate because this is the type of game which needs to be played quickly to really enjoy.
Koalition
Euro-political card game features quick play and some interesting decisions. Could really use a spreadsheet so that each player has ready access to the current situation. Or perhaps a white board. Luck of the draw tends to make the party points at the end difficult to come by reliably. It feels like strategy would have been rewarded had cards been retained between hands. Length-wise, recommend that three hands are probably sufficient to resolve matters.
Kogge
Andreas Steding invention about Hanseatic trade on the Baltic Sea for up to four. The first difference one detects from the usual travel-and-trade vehicle is that adjacencies change all the time. While we saw a bit of this in Fische Fluppen Frikadellen, here it is ubiquitous and profound; in fact it's often possible that from a given point A it's impossible to get to B. Moreover, these variable routes are controlled by the players who swap out directional chits for replacements whose identities only they know. The second difference one notices is how tightly everything is integrated. These same chits are also used in a Poker-like auction system that determines turn order and the chits have the side effect of producing goods for trade in each of their corresponding cities. But we're not yet done with all the uses of chits as they may also be spent to get extra moves, to buy a raid opportunity from the guild master or to get a good. Goods on the other hand, besides being traded for other goods, can be used to buy chits, trade offices and even better special advantages. While the concepts are relatively simple and nicely explained by the help sheet, the best way to win is far from clear. For one thing, there are two sets of victory conditions. One involves purchase of five offices in which case the game ends immediately, but this is a difficult road which often involves weakening one's position as the offices are both expensive and lower one's chances for the timed ending. The second is based on victory points granted mostly for purchased special advantages and goods holdings. Production is good for a small press effort. The rather large wooden cogs of the title are better than could be expected and there are plenty of wooden cubes for trading. The cardboard chits are serviceable, but perhaps a bit fragile. Fortunately extras are provided in case of accident. The hardback board features an attractive pale sunlight view of the Baltic, probably color laser-printed. This is not a light affair; it will probably require a little over two hours and its systems and considerations are so novel that most will want to play more than once just to be sure of understanding the strategies and tactics and to learn to play it well. Wanting to try out the different advantage markers as well as advanced rules for taxation and combat will provide more plays. There may be too much negativity for some since raids can be used to take half another player's holdings, but otherwise fans of thoughtful, challenging games should find plenty to chew on here. Rules and information are provided in both German and English, including on-line at MOD Games. [JL & KM Games] [Traveling Merchant Games]
Kohle, Kie$ & Knete (I'm the Boss)
Sid Sackson game of many negotiations. In turn, players either draw cards or initiate a "deal", the value of which is determined by combination of the topmost tile and the space landed in. The board space also indicates which cards, and thus which players, are entitled to be in the deal. The dreaded "I'm the Boss" card about which I'd heard so much in advance actually does nothing more than guarantee that its owner is in the deal, if there is one at all. For it may be that players cannot agree on how to share out the proceeds and in this case nobody receives anything, which is often a net loss as players will have shown some cards and lost others in the course of it. You should be getting the idea that with this one we're not in Kansas (or Knizia country) anymore. Things can happen which are totally unfair and they don't even depend on anything as impersonal as a roll of the die, but on the whims of one's fellows. Another issue which can rear its ugly head is the excessive downtime that is the inevitable result of two or more obdurate negotiators who refuse to conclude, but nevertheless continue to go on and on and on ... This becomes especially prevalent toward the end when no one knows for sure who's winning because holdings are private, yet everyone holds a different suspicion, or at least claim about it. The moral of the story is to choose players carefully, but on the other hand, by the end of play you may discover qualities about them you never knew. In terms of good play, it's never a good idea to start a negotiation without power, which probably means holding a full hand, or at least more than the opponents. When your hand is full, preferably including "I'm the Boss", "Stop", most of the colors and a steal ability, feel free to start a deal, but in doing so, try to hold back playing cards until it's truly necessary and advantageous. When everyone else is playing and you're still holding, you're in the driver's seat, if not for this deal, probably for the next. Of course it's also a good idea to mentally track where the money is going and avoid inviting into deals those already doing well. The American I'm the Boss edition has some presentation issues, especially the travel cards which look too similar to the personality cards. Keep a close eye on the card corners to avoid mistakes. The design feels almost as if it grew out of dissatisfaction that nobody was playing Monopoly as intended – unowned properties are supposed to be auctioned. This game's ideas were groundbreaking when it first appeared in 1994, but it feels too wild today, as if proper safeguards have not been installed. At least players could receive some compensation for a deal gone bad, for example. In the negotiation games field, Chinatown makes for a more intelligent situation due to the tactical decisions on the board while Republic of Rome offers a deep theme and much more structure. If you're up for a no holds barred contest in which anything may happen, you artistes of the deal, this is your game; most others are advised to stay well away. It's interesting that the idea from Mah Jongg was used here, and wisely so: the current turn moves to follow the last to play of an "I'm the Boss" card. German title is a reference to three slang words for money, e.g. it could be translated "Dough, Chips & Bread".
Strategy: Low; Theme: Low; Tactics: High; Evaluation: Medium
Kollier, Das
Card game about auctioning jewels to construct the most valuable and symmetric necklace may remind some of Das Kollier der Königin von Saba. All about close calculation and timing, it is surprising that such a small package has such a relatively large learning curve. In addition, takes on a rather different character depending on the number of players. To improve competition, probably a good idea to have purchased jewels openly displayed rather than hidden in the hand. The rules, at least the English rules, fail to cover the situation of a jewel failing to receive bids during the start-up portion of the game. They also mention a "refund" — I believe this would have been better translated as "overpayment". Title means "The Necklace".
Komme Gleich
Uwe Rosenberg card game on the popular restaurant theme (cf. Café International, Café International - Kartenspiel, Restaurant, Lord of the Fries, Lord of the Fries De-Lux). Play is quite simple. Five different menu items are openly lined up. One player chooses a hand card to change one of them and then all players can either relocate one of their cards or draw and discard one. Anyone who can fill the order by matching a sequence of at least three cards shows them and stores the cards. This is done simultaneously, not as a race, but simply because what one player does at this stage doesn't really affect another. Accumulation of ten cards gives a tip (victory point). Matching all five cards at once yields a point immediately instead. Play until all the point cards, or point chips (which are curiously not mentioned by the rules), are used up. Much as in Klunker, there are a couple of different strategies to pursue, either quality or quantity, but less successfully here because frequently it's impossible to fill any order at all. Most players will thus probably prefer Klunker or Bohnanza. There is one amazing technical innovation, however. Just as in Bohnanza, the card order in the hand is critical and normally may not be changed. But how to enforce this? Each player is given a waiter card indicating either Left or Right. This is the card fanning order the player must use throughout the game and any who fails to do so, will be immediately noticed by his opponents. No more worrying whether the opponents are playing you fairly. Card artwork is average or above, but the application of color rather arbitrary. Why should salad be yellow? More seriously, the baguette is a powerful wild card, but is far more bland than either lobster or soup of the day. Title means "Come Quickly".
König der Elfen (King of the Elves)
Essentially a card game version of Alan Moon's Elfenland. Instead of a board, over a series of rounds players in effect build (and de-build) the board by playing cards representing different destinations and then when all is complete, peregrinate using travel cards à la the original game. As in Elfenland, cast in a negative way — plays which hamper others are the ones most rewarded. More seriously, breakable by simple expedient of collecting, but never playing any cards until the final round.
Kontor
Two-player (optional four-player partnership which does not seem to work well) card game set in the waterways of Amsterdam. The important thing is to use all of the advanced rules. It seems the publisher was hoping to position this game for a wide market (which didn't work), but for experienced game players, it doesn't get interesting unless all of the rules are used. I suspect that a lot of the early comments on the game only used the basic rules and were disappointed to find what is basically a kid-level game. But if the full rules are used, the game looks nice and is quite challenging actually, especially the tactic of running the other player out of cash. [variant] [Spiele aus Timbuktu]
Konzern
Business takeover game based on rolling dice. What's nice is that the rules provide a whole host of options on how to count the dice and to what use to put them. The endgame conditions can create tricky considerations as well. By the way, according to the designer, when placing a new market segment, choose it randomly. Also, legal, but not spelled out in the rules, is the ability to discard as many of your cards as you like during your turn. [errata] Fanfor
Kreta
In this multi-player contest for dominance of 14th century Crete, Stefan Dorra has created a game decidedly unlike any of his previous efforts, yet strongly reminiscent of the many majority-control efforts of others. Each player has an identical set of cards and their play controls units in five different types – peasants, abbot, village, fort, ship. There is also a king card which repeats any one of the functions and most powerful of all, the castellan which triggers scoring and resets all of the hands. But this is not the end of its powers for its player may also veto the next site to be contested – only 11 of 26 are – and draw its replacement at random. It's likely that a variant preventing the leader from simply using the card every turn to trivially maintain his lead could be useful here. There is a slight logistical side game as to earn the right to build a village, a player must cause a product to be shipped. Maybe this was once more central to play, but now feels like it may be too many rules for a minor feature. The general feeling here is of a wrestling match as one constantly looks for opportunities, often not finding much as certain areas will be already too sewn up. Sometimes the next two areas to be contested – both are known – are adjacent and if the player is weak in both, it's rather deflating, and probably best to trigger scoring immediately so as to be able to have something to work on. The abbot is a powerful piece which excludes others' peasants so it's probably wisest to keep him centrally-located and avoid visiting the map extremes as he may be trapped out of the action. Presentation includes a beautiful map of the long island and wooden pieces in several interesting shapes. Overall this should appeal to neo-war game fans who will relate to the territorial nature of the contest. From a design perspective, it feels a few years old and maybe we have seen too many of its type already. Even the card system was used for Lunatix Loop back in 2000 – there with simultaneous play which adds excitement (at the expense of science), which might have helped here.
Strategy: Medium; Theme: Low; Tactics: High; Evaluation: Medium; Personal Rating: 6
Krieg und Frieden (Charlemagne)
Mostly a card game set in medieval times, using wooden pieces to track statuses and keep score. The design grows out of the interesting idea that in early, pre-coinage times there was no ability to "make change" and thus exchanges might not always be equal. Unfortunately, players must be chosen carefully because the too-flexible system permits a single player who feels vindictive to largely ruin matters for another. Called Charlemagne in its first, low print run edition which included wooden tiles, probably a better name than its current one whose meaning, "War and Peace" has nothing to do with the Tolstoy novel and at the same time kept it out of consideration for the Spiel des Jahres for sounding too militaristic.
Krone & Schwert
"Crown & Sword" is the multi-player game by the inventor of Carcassonne. Tiles are placed on geomorphic boards delineated with octagonal spaces. Placement depends on having the right cards, their acquisition and playing regulated by an action point mechanism. This system can be a source of imbalance as one can never build, for example, any of the countermix-limited cathedrals if not lucky enough to draw a cathedral card. The idea is to acquire victory points, mostly by evaluation of holdings when "Wertung" cards appear à la Venture or Union Pacific. But there is also the possibility of being king which permits a taxation each turn. When others tire of it, they may, Junta-style, declare a revolt. Each then secretly decides which side to support and may even play extra cards in support. The system provides a built-in bias toward rebellion so that by the end it becomes rare for any king to last more than a single round unless he has luckily drawn the right special cards preventing revolt. So there is lots of card conflict and a bit of outflanking on the board, that is, a lot of tactics, but not much strategy. Revolts become commonplace, their fun decreasing with their novelty. Considering the level of chaos, this might work best for a group of military game fans in need of something shorter, that is, about two hours. Others are likely to be bothered by the randomness and repetition. Includes generously-large wooden castle and cathedral pieces.
Personal Rating: 5
Kuhhandel (You're Bluffing)
Card game of horse – and other barnyard animal – trading revolves around around an innovative mechanism not much used before or since. Players are trying to acquire an entire set of animals all of the same type and do so by each offering the other a hidden amount of cash. The high bidder gets the animals. The bluff and psychology involved in figuring out the correct values is very reminiscent of the process of arbitration in real life and presents a constant challenge throughout. One possible downside is that the entire game is basically this mechanism whereas it would have been even more fascinating had it been built into a larger context of decisionmaking. Another is that some players may be knocked entirely out of contention quite a bit before the end, leaving them only the chance to play kingmaker. Duration for this light outing is about an hour. Comes in two versions, one from 1985 and a re-publication from 1998. Although I have not tried the early version, the later one is fortunately said to be the better of the two. Update: re-published 2002 as You're Bluffing.
Kula Kula
Beautiful game about sailing around the Solomon Islands collecting shells based on a real-life game which has been played in the Solomons Milne Bay area for thousands of years. Men sail from island to island giving and receiving elaborate arm shells and necklaces. Arm shells travel counterclockwise while necklaces travel clockwise. Outwardly a ceremony of exchange, it is also considered partly magical, the power (called mana) of the items growing as they travel from person to person. Each has its own name, pedigree and personality and yet is not owned by anyone. Unfortunately, like restaurants with views, with such games it is the rare one which also delivers high quality. Here the wooden ships strangely sail in only a clockwise direction either slowly, or faster if a duel with a deck of cards is dared. But all too often it results in the appearance of an idol which spells no movement at all. This also entails use of a nice-looking, but easily-toppled and difficult to read spinner which distributes new shells to the board. Yes, the game comes with actual shells, cowries and puka-pukas. Collect three of the latter and you can get one of the former. Acquire four cowries and return to your home island to win. You may manage to acquire some of them by bumping others boats along the way. There seems to be a bit of a problem with the movements of two boats which are quite close to one another. Neither wants to take the lead so both will tend to just keep drawing cards so as not to move creating a stalemate situation. But then this problem is dwarfed by the very large degree played by Lady Luck. Well, at least by the end all players will have learned something: the difference between a puka puka and a cowrie as there is no playing without knowing that much. With such nice components, perhaps someone will devise a nice variant? A pickup-and-deliver style game perhaps?
Kupferkessel Co.
Two-player card game for children of collecting sets of colorful magic items. These are laid out in a grid, the edges being traveled by the player pawns. The cards are dual use so the decision of which card to extract from a row pertains both to what the player is collecting and what the next move will be. A few cards feature special effects such as forcing a player to discard their top card. Bonuses are given for large and complete sets with penalties for odd lots. Interaction is limited and a good memory helps, but the rules are simple, play elegant and a good ability to look ahead definitely rewarded. Thus, it works fairly well as a quick game even for adults if one wants something not too serious. Inventor-supplied web variant makes play possible for three with simple addition of another pawn. One oddity, especially in this version, is that if a player takes a card indicating a move of four and ends on a corner, if other players can continually get in the way, he will always simply hit the next corner, meaning he is unable to take any points nor even escape from his situation. It's not quite clear whether this is a bug or a feature. Title means "Copperpot Co.". [Holiday List 2002]
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Medium; Personal Rating: 6
Günter Burkhardt; Goldsieber; 2001; 2 (3)
On to L - Main
Please forward any comments and additions for this site to Rick Heli.