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Knot Dice

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Black Oak Games
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Knot Dice is a box full of Celtic knot games, puzzles, and design blocks. (Celtic knots + dice = good stuff)

I've been playtesting a number of games with these dice, and I'd like some constructive review of the rules by other designers. It's a bit hard to visualize playing the games without the dice, so I'm trying to post plenty of pictures along with the rules. Print-n-play is tough, since it would require stickering every side of 40 dice.

Anyway, I've posted the first two rulesets on my web site, and I'd appreciate any responses, positive or negative.

Kells: http://blackoakgames.com/blog/kells

Celtic Cross: http://blackoakgames.com/blog/celtic-cross

The main game page is here: http://blackoakgames.com/games/knot-dice (but there's not much there yet...)

(Please let me know if another forum would be a better location for this post)

The Chaz
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Kells Rules

I saw this on BGG earlier today - looks good!

While the meaning of "...all of the lines in the knot are connected" is pretty clear to me, you might want to craft a more precise definition. Not everyone will have studied topology :)

I always mention the potential for "quarterbacking syndrome" in cooperative games. It can be a bummer.
But due to the rather light gameplay and the potential for randomness, players should be able to make their own decisions without much interference.

kos
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Knotty

I like the look of Knot Dice. I could imagine a similar style of game with tiles instead of dice, but dice do have a nice feel to them. Th manufacture would need to be high quality to avoid too much drift on the lines. On the subject of manufacture, it may help to have the background a slightly different color to the knots to make them stand out more (e.g. 20% shading on the knots). Anyway, I know that what you have is just a prototype, so on to the games...

Kells looks interesting because of the scoring system. I prefer cooperative games which have a score, such that skilful play results in higher score. Often this involves the risk-reward tradeoff -- do I play it safe for lower score, or go for broke? I can see how Kells captures this mechanic towards the end-game. In a co-op game this creates interaction when different players have different risk-reward thresholds -- which is all part of the fun of co-op games. I also like the mixture of public vs hidden information (through re-rolling) -- that is, I can plan ahead with the dice I can see but I don't know what effect re-rolls will have.

Celtic Cross does indeed look like a mind-bender. The state space available to me on any given turn is enormous, given that I can use my own dice (including the faces not shown) and rearrange the dice on the board. Obviously play-testing would need to bear it out, but on the surface I can see this one bogging down when over-analytical players tried to play. There is potential for it to be un-fun with such players for the same reason that Scrabble is un-fun with such players.

Continuing the Scrabble analogy, a variant of Scrabble which I like is called Take Two. I like this variant precisely because it avoids the analysis paralysis of normal Scrabble.
http://en.wikipedia.org/wiki/PickTwo#Take_Two
I could see the Knot Dice being used for a similar game.

In fact, looking through the list of Scrabble variants you could probably turn a few of them into Knot Dice games.

As soon as I saw the Knot Dice, I wondered whether there was the potential for a 3D game where dice can be placed on top of each other. I'm not sure what it would be like, but just throwing the idea out there. The thing is that aside from the nice feeling of dice, the Knot Dice games you have presented could effectively be played with Knot Tiles (with a slight variant to draw replacement tiles instead of re-rolling dice). Knot Tiles would most likely be cheaper to manufacture too. So to really capture the value of the custom dice I'd be looking for a set of rules that couldn't be easily converted into tiles.

Regards,
kos

Black Oak Games
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3D

@kos

Thanks! I originally had the idea coming from a flat playing space. I designed a mobile puzzle game which uses the same pieces, but interacting in a 2d space. (The game is Celtic Knots on iTunes). From there I went to flat playing pieces on a table, but the problem is that a huge number of different pieces would be necessary to get the same number of possibilities that you get from the dice (6x as many - of course you could make larger designs with them, but 240 tiles?). Plus you get to add the randomness factor with the dice.

I've also just posted the rules for the first 3D game I came up with for the dice: Hill Fort - http://blackoakgames.com/blog/hill-fort

I have a couple of others, but I'm really trying to iron them out before I air them too broadly.

And I've put up a print-and-play file for anyone who wants to make a personal copy of the dice with 40 3/4" wooden blocks: http://blackoakgames.com/blog/print-and-play-knot-dice

Best,
Matthew

Chegra
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Dice

I have a dice game that everyone loves. I attempted to find someplace that does reasonable prices. My game has 82 custom dice. To get the price down cheap enough to be able to manufacture realistically I have to order 5000 of each type of die. There are 6 types. If you want the info from that company I can give it to you. I'd be glad to trade any info you've gotten on reasonable custom dice.

Black Oak Games
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Suppliers

I've talked with J Midea, Ningbo Lijia, Panda Games, Wingo, Shenzhen Hantang, and a few others - prices vary a lot, but the molds plus 5000 dice are always in the thousands for a single design. I'm looking at oversized dice though, so I'm not sure how comparable prices are.

Black Oak Games
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Lots of games

@kos

Read through your post again, and you made another point I wanted to touch on. I do plan to publish a boxed game set with a few games in a printed rulebook. However, I also plan to continue coming up with more games that can be played with Knot Dice, and will also be taking submissions from players (once they have them in hand and can really try playing their ideas out). I'm thinking something akin to how Looney Labs has a whole set of pyramid games, or how the piece pack works.

I think a lot can be done with these dice, and I'm trying to gather my thoughts into the best game ideas for publication.

I've played speed Scrabble before, just didn't know the game name you mentioned. There is a speed knot completion game already in the hopper, though in that game you start with 16 dice, roll, and connect as many as you can as quickly as you can. You score the number of dice in your knot plus the number of players still working.

I'm sure there are some other similar rules we could come up with that might work, but the specific Take Two rules don't quite seem to work, because once you have a knot completed, adding another die is generally a simple matter (if you get to choose the die and which side is upright - if you don't, then it may make completing a knot impossible). With words, you generally have to do a lot of rearranging to make a new word when you have 1 new letter - not so with Knot Dice. Anyway, not so say something similar doesn't have promise. Let me know if you have ideas!

kos
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Speed Knots

An idea I thought about for a speed variant of Knot Dice:

Each player starts with a smallish number of dice (e.g. 5), the remainder in a central pool.
Simultaneously roll your dice, and then try to arrange your dice into a closed knot.
You can reroll ALL your dice at any time, but you cannot reroll a subset of your dice.
The first player to get a closed knot calls out "Not a knotty knot" (or whatever), takes 2 dice from the central pool, and rerolls ALL his dice. The other players take 1 die each from the pool and roll it, but do not reroll their other dice.
The game ends when somebody calls and there are not enough dice left for all players to draw.
Your score is equal to the number of dice you have; the last player to call gets 2 bonus points.

[The idea of this game is to gradually increase the complexity, rather than starting with lots of dice. This makes it more accessible to novice players. Each "round" the winning player gets more dice, which gives him more score but also makes it more difficult in future rounds. This acts as a natural catch-up mechanic for the losing players. The idea of making the caller reroll all his dice is to disadvantage him in the next round. This gives the other players a chance to win the next round rather than 1 player always dominating. Playtesting would need to determine whether these design goals are borne out in reality.]

Regards,
kos

Black Oak Games
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Nice!

Thanks - I'll try this out and let you know how it goes...

Black Oak Games
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Success ratio?

@kos

I tried it out a bit, and the problem is how often it is simply impossible to close a knot using ALL of the dice. If you end up with an odd number of connecting edges on the upright dice, it won't work. It's not quite a 50% chance, since there are even number of connecting edges on 4 sides, and odd on only 2 sides. But that added to the fact that sometimes you can't close it because there are just too many open edges makes for a lot of re-rolling of all of your dice, which I think is a bit too much frustration.

This is after I already made a change so that each player or team is only working with 16 dice, because 16 of the dice don't connect at all with another 16 unless you use the 8 "bridge" dice (meaning you have to be able to close both kinds of knots if you have a single bridge die, and if you have mostly crossed dice but 1 of the other kind, you can't close it at all). It's a bit like if you have a "q" and no "u".

I think I'll need to put up a blog post describing the different kinds of dice. One possibility would be to reject some dice (thereby losing points too), or trade in some dice for others of a different kind.

The bigger issue is the number of times that you cannot close a knot with the dice as rolled (which will be much more than 50% of the time), leading to a lot of rolling all of the dice. Is that just too frustrating?

The Chaz
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"This", as they say

Black Oak Games wrote:

I think I'll need to put up a blog post describing the different kinds of dice.

This would be valuable. I actually thought that I had made this suggestion a while back, but it must have fallen by the wayside.

Black Oak Games
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About the Dice

Here you go - a blog post describing the dice in detail.

http://blackoakgames.com/blog/knot-dice-about-dice

kos
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Speed Dice success rate

Black Oak Games wrote:
I tried it out a bit, and the problem is how often it is simply impossible to close a knot using ALL of the dice. If you end up with an odd number of connecting edges on the upright dice, it won't work. It's not quite a 50% chance, since there are even number of connecting edges on 4 sides, and odd on only 2 sides. But that added to the fact that sometimes you can't close it because there are just too many open edges makes for a lot of re-rolling of all of your dice, which I think is a bit too much frustration.

After reading your dice description, I can see the problem.

Black Oak Games wrote:
The bigger issue is the number of times that you cannot close a knot with the dice as rolled (which will be much more than 50% of the time), leading to a lot of rolling all of the dice. Is that just too frustrating?

My opinion is that in a Speed Dice game you'd want players to be able to succeed at least 75% of the time, maybe even 90%, in order to avoid frustration. This is especially true for the early rounds with low numbers of dice; I would want the game to start easy and increase in difficulty as it progresses rather than the other way around.

What about the rule:
You can change the face of any die at any time.

[That fixes the odd vs even number of connecting faces problem.]

What about the rule:
You can trade 2 dice back to the pool and take 1 of your choice at any time.

[That fixes the crossed vs square problem, while penalizing the player for doing so.]

Regards,
kos

Stormyknight1976
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Joined: 04/08/2012
Your Hill Fort Game

Hello. Welcome to the community. I checked out your Black Oak Games website. I like the games you have come up with. Especially Hill Fort. Keep the name. Your backstory could be like this. Four Kings came and gathered at this Hill. Each king had their own idea to make a fort. This fort was to protect them from harm and also give them advantage for the great weather that was good for their crops. So they decided to compete to make the best road to the fort and build the fort.

kos
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Not a Knot

On the subject of Speed Dice:

A different approach to increase the success rate would be to change the success condition to:
- If you use all your dice in a single unclosed path, call out "Not a Knot" and draw 2 dice.
- If you use all your dice in a single closed path, call out "Knotted Knot" and draw 3 dice.

On the subject of Hill Fort:

I agree with your musings that something should change to discourage a single tower build. What about changing the score for each knot to "Number of dice X smallest dimension"? So 4 dice in a line scores 4, but 4 dice in a 2x2 square scores 8. Or if multiplying by the dimension creates too much extreme in scores, a more moderate version would be "Number of dice + smallest dimension".

I wonder whether a similar game to Hill Fort would work where it was played on a 3x3 grid to build a 4-walled tower/fort. Each player scores off two sides. So Player 1 scores off N and E faces, while player 2 scores off S and W faces. You can only play on your own faces (including the shared corners). I suspect it would play similar to Hill Fort, but might have more interaction because of the shared corners.

Regards,
kos

Black Oak Games
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Not a Knot Too

Speed Dice

You have some great ideas about alternative ways to handle this. I think the first question is whether you draw new dice from the bag (so you can't see what kind) or from a pile (so you can see what kind). The pile is faster than everyone trying to get dice from a bag; and if you're pulling from the bag some people would have time to start thinking about their plays before others even have their new dice.

If you're pulling from a pile, that also alleviates somewhat the problem of having impossible hands (7 crossed dice and 2 curved dice - both Not and Knot and Knotted Knot would be impossible) - you can choose dice that will match. But it's still an issue unless you can somehow exchange some of your dice. Presumably players would only take crossed or open dice until they had to take something different, and then once they take even one bridge die, they'll need some of the other kind (that kind they never wanted before).

I almost wonder if you should be able to take dice from another player if you're the caller. It would extend the game (maybe too much), but would allow you to get some of the dice you need when they otherwise might be gone from the center pool...

Hill Fort

Number of dice + smallest dimension is a good solution; I'll need to think/calculate more to determine how well it works in play. Mostly I'm concerned about the 2 x 1 knot, that would be worth 3 points each, for a possible total of 30 points on 20 dice. Two 3 x 3 knots, 9 dice each, would be worth 12 points, for a possible total of only 24 on 18 dice. Multiplying may work better in this situation. However, this may still wind up with people making long single line knots that turn a corner.

Another possibility would be to count the number of connected edges and include them in scoring somehow. It's not as natural as counting dice. But a 2 x 1 knot would only be worth 1 point, a 2 x 2 knot would be worth 4 points, a 2 x 3 knot would be worth 7 points points, and a 3 x 3 knot would be worth 12 points.

The Hill Fort 3x3 variation would definitely work (or 4x4 for that matter) - it's the same as what I had in 5x5 for a 4-player game. The main difference is that there isn't much playing off the opponent's back wall with only the center die as a possibility, though you can play off the sides of the two walls above the side dice. It may end up being a better solution. My hesitation is that your opponent might pay a little too much attention to how the knots on your sides look, and be able to interfere a little too much. I'd need to decide also whether when placing a die, you have to make sure the paths connect on your sides of the die as well as on the side of the die on your opponent's wall.

Best,
Matthew

Black Oak Games
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Nix Hill Fort 3x3

I tried it out, and it turns out it doesn't work. The problem is that having 2 of the 5 dice on your sides controlled by your opponent makes it far too volatile.

It's too difficult (meaning works too rarely) to require that all faces of all dice match up (your sides and your opponent's sides), which means that your opponent's faces may have disconnected edges. Which means the rules have to allow a player to place pieces that do not connect on your own face (to build around those disconnected edges, which otherwise won't be closed knots). Which opens up a mess of confusion.

A general rule I've (just) come up with for all of the Knot Dice games is that when placing dice, they need to connect on all the faces being used in the game. It's a way to have some consistency in the games while allowing for some rule variety.

Black Oak Games
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Gordian Knot

I just posted another set of rules to my blog. This one is for a brain-burning 3-d Knot Dice game: Gordian Knot.

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