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Board.game Original

Knuckle

Original · a push-your-luck dice duel for two

2 players5–10 minCompetitiveVery light

Five faces pay and one burns the whole pot — first tally to forty takes the fire.

PlayPlayable

Ready to play now.

A demonstration of Knuckle, played by the computer against itself.

Knuckle — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    4 opponents, weakest first
    • The LambRolls once and banks whatever fell — one throw a turn, and the ace still takes 351 of its pots in four hundred fires. The Shepherd takes it 388–12: never rolling is nearly never winning.
    • The ShepherdRolls to a pot of eight, then banks — 2.2 throws a turn and a tally of 29.6 against the Drover. It takes the Lamb 388–12 and falls to the Drover 108–292: eight pips is patience the race cannot afford.
    • The DroverBanks at twelve and chases — a tally behind rolls to eighteen, a tally ahead rolls shorter. 292–108 over the Shepherd, 2.9 throws a turn, 844 aces survived, a tally of 31.5 a fire: the highest on the ladder, and still not the best.
    • The BonesThe whole fire solved — every tally-tally-pot state carried to a fixpoint over the six faces, the exact policy read from the table. 246–154 over the Drover and 363–37 over the Lamb; it tallies least (27.8), throws most (4.3 a turn, 1039 aces taken) and wins most. The perfect read is the bravest one.
    Play alone
  • Together, in the same room

    2 players. One device goes round the table, or everybody plays off the same screen.

    Play in the same room
  • Online, at a table

    A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.

    Play online

About

A push-your-luck dice duel for two — the oldest one there is. On your turn ROLL the knucklebone: every pip adds to the pot, and you may keep rolling as long as you dare. An ACE — the single pip — spills the whole pot into the fire and ends your turn with nothing banked. Say BANK and the pot moves to your tally, safe, and the bone passes — and an empty pot has nothing to bank, so the only verb over nothing is the roll. First tally to forty wins outright; the turns alternate, so nobody crosses together — there is no tie, ever, said plainly.

How it feels

  • A pot of twenty staring down the ace
  • Banking nine and watching the rival burn twenty
  • The chase: behind by ten, rolling on

What the design is for

  • The ace takes the whole pot

    One die, one law: the single pip spills everything — a pot of twenty burns as fast as a pot of two. Every extra roll prices your nerve against five faces that pay and one that ends you.

  • The shelf’s first dice pot

    The catalogue has dice placed, dice bluffed and dice summed — but nowhere a pot you grow yourself and must choose to save. The bone is rolled from the match seed, so every fire replays true.

  • No tie, ever

    First tally to forty wins on the spot: the turns alternate, so only one shepherd ever crosses. The race has no second place and no shared fire, and the rules say so out loud.

  • The chase is a strategy

    A tally behind rolls farther — when safe banking loses the race anyway, only a big pot wins it. Reading when the race demands nerve is most of the game.

  • Taught throw by throw

    Six steps: the roll, the bank, the ace’s price, the chase, the crossing — and then a whole fire to yourself.

Best at
2
Kind
Strategy
Table
Competitive
Studio
Board.game Originals

The opponents

  1. The Lamb

    Rolls once and banks whatever fell — one throw a turn, and the ace still takes 351 of its pots in four hundred fires. The Shepherd takes it 388–12: never rolling is nearly never winning.

  2. The Shepherd

    Rolls to a pot of eight, then banks — 2.2 throws a turn and a tally of 29.6 against the Drover. It takes the Lamb 388–12 and falls to the Drover 108–292: eight pips is patience the race cannot afford.

  3. The Drover

    Banks at twelve and chases — a tally behind rolls to eighteen, a tally ahead rolls shorter. 292–108 over the Shepherd, 2.9 throws a turn, 844 aces survived, a tally of 31.5 a fire: the highest on the ladder, and still not the best.

  4. The Bones

    The whole fire solved — every tally-tally-pot state carried to a fixpoint over the six faces, the exact policy read from the table. 246–154 over the Drover and 363–37 over the Lamb; it tallies least (27.8), throws most (4.3 a turn, 1039 aces taken) and wins most. The perfect read is the bravest one.

Achievements

0 of 5 earned

  • The Fire

    Win a fire of Knuckle.

  • Aced and Ahead

    Win after the ace took three or more of your pots.

  • The Long Carry

    Cross forty on a single pot of twenty or more.

  • From Behind the Fire

    Win after trailing by fifteen or more.

  • A Cold Fire

    Win while the rival banks under twenty.

Key art

Key art — Board.game art system

Knuckle — key still
Knuckle — key cover
Knuckle — key backdrop
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