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Knock Your Blocks Off box art
2011 Ranked #19,349

Knock Your Blocks Off

This dexterity building game has players construct approved structures, topple rivals’ crowns, and claim eight victory tokens first. Each structure has a defensive power, while a demolition attack can reward either attacker or defender.

Children's Abstract Strategy Action / Dexterity Pattern Building Dice Rolling

Players

2-4

Play time

Not listed

Age

8+

Complexity

1.17/5

Rating

5.79

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Each round of Knock Your Blocks Off takes place in two phases, the first with players building up a structure and the second with players trying to knock the crown off an opponent's building.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Each round of Knock Your Blocks Off takes place in two phases, the first with players building up a structure and the second with players trying to knock the crown off an opponent's building. In the first phase – the Building Phase – players roll their six colored blocks simultaneously, then race to build one of the five approved structures: a six-block tall tower, a six-block long wall, a 2x3 fort, a 3x2 wall or steps. The blocks are part white, part colored, and on the face visible to the blocks' owner, the colors of adjacent blocks must match. Once a structure is finished, a player caps the structure with his crown block. The first player to complete his building grabs the demolition die from the table and (if he built a wall, fort or steps) receives a victory token. In the second phase – the Destruction Phase – the player with the die chooses a neighboring player, then rolls the die to see whether he attacks like an Ogre (by tossing the die underhanded at that opponent's building), like a Dragon (by dropping the die straight down on that building), or with a boulder (by placing the die on the table, then flicking it at that building). If the attack dislodges that building's crown, the attacker wins a victory token; if not, the defender wins a victory token. Each type of building provides its owner a special power: Forts are immune to boulders, Towers earn an extra victory token when defended, and so on. The attacked player then attacks someone else until everyone has attacked and been attacked once, then a new round begins. As soon as someone claims his eighth victory token, he wins the game. For a more difficult game, or to balance play between adults and children, the minimum distance of an attack can be increased from one foot to two feet.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
15 min
Age
8+
Complexity
1.2/5
Credits and catalog connections

Credits

Designers

1
Rebekah Bissell

Artists

1
Dean MacAdam

Publishers

1
Gamewright

Linked items

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