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Kurz Vor Knapp box art

Kurz Vor Knapp

Players

2-4

Time

?-?

Age

8+

Weight

1.33

Rating

5.86

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game kurz vor knapp has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is a lower emphasis on cooperation in the game.

Replay value

kurz vor knapp has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions and moderate easiness to learn also contribute to its replay value. The game offers different experiences each time it is played, allowing players to improve their strategies over time. The player interaction score is average, and the game adapts well to different player counts without compromising its appeal or balance.

Luck profile

Kurz vor knapp has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Assess, connect, build higher! In Kurz vor Knapp, you set up the playing area by placing the string in a circle, placing ten cylinders within this circle, then laying the wood beams out at random in a spiral around this circle. Each player starts the game with a number of cylinders based on the player count. On a turn, you look at the wood beam on the end of the spiral — without touching it or measuring it — then identify which two cylinders you want to place this beam on. You want to place the beam so that its endpoints are contained (and not hanging over) the faces of these cylinders, and each cylinder can have at most two beams resting on it. After you identify these cylinders, each other player has a chance to steal your turn by identifying cylinders on a higher level where this beam could be placed. If you — or the turn stealer — have correctly estimated the length of the beam and can make the connection, you then place one or more cylinders from your supply onto the playing area, with one cylinder on the newly placed beam and additional cylinders on beams at lower levels. The higher the beam, the more cylinders you can place! If you can't place the beam, then you return it to the end of the line, and if you had tried to steal someone's turn, they get to hand over the number of cylinders they would have placed. Whoever first places all of their own cylinders wins.

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Editions

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Credits

Designers

2
Helmut Punke Tobias Punke

Artists

1
Oliver Freudenreich

Publishers

1
Zoch Verlag

Linked items

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