Counter Magazine
Greg J. Schloesser
February 2005
USA
Reiner Knizia keeps churning games out so fast that
it is difficult to keep track of them all. I was
pleasantly surprised to receive a parcel from Out
of the Box containing Easy Come, Easy Go, a new dice-rolling
game from the good doctor. I hadn’t heard a
peep about the game, so I had no expectations, be
they good or bad.
The basic premise of the game is quite simple: Roll
dice in hopes of achieving certain combinations in
order to capture valuable prizes. Be the first to
capture three prizes and hold on to them for a full
round and you emerge victorious.
The game consists of four dice, numbered 0 – 5,
nine thick placards depicting valuable prizes and
the number combinations necessary to win them, and
a very nice, but completely superfluous dice cup.
All come packaged in the same tall, square box in
which Cloud 9 was also released.
Each turn, a player rolls the four dice and then
decides which ones he wishes to keep (“freeze” in
game parlance) and which ones he will re-roll. The
player MUST freeze at least one die, but is free
to freeze more if he desires. In fact, he can keep
all four numbers and secure a prize, if he has met
the requirements of one of the placards.
This “freeze and re-roll” aspect is
similar to the mechanism used in other dice games,
including Fill or Bust and Liar’s Dice.
The goal is to meet the requirements listed on one
or more of the prizes. These include 2 pairs, 3 of
a kind (with all dice being odd or even), 4 of a
kind, a straight, or value totals of 17 or more,
3 or less, 7 exactly, or 13 exactly. Some are a bit
easier to achieve than others, while a few – especially
the ‘4 of a kind’ – are quite difficult.
So, on each turn, players must decide which dice
to freeze in order to give them the best chance at
achieving the requirements and winning a prize. The
best advice here is to play the odds and keep your
options flexible. If you are reducing your options
to needing a single number when you re-roll, you
are likely going to be disappointed.
When achieving the requirements and winning a prize,
it doesn’t matter whether the prize is presently
unclaimed or currently in the possession of an opponent.
You simply claim it, often to the consternation of
your opponent! When this occurs – and it happens
often – it isn’t difficult to understand
the inspiration for the game’s title! Frequent
outbursts occur, including the oft-repeated statement
of “Easy Come, Easy Go!”
A player’s turn ends either when he claims
a prize, or when he is unable to claim a prize after
freezing all of the dice. If a player manages to
claim three prizes AND hold them until the beginning
of his next turn, he is the champ! As soon as a player
acquires his third prize, however, he becomes the
target. Each opponent has ONE more chance to steal
one of his prizes before he can claim the victory.
In practice, players will grab three prizes numerous
times during the course of the game, only to have
one or more stolen from them before they can win
the game. While mildly frustrating, this is all part
of the fun.
There is nothing ground-breaking here. It is another
dice-rolling game, plain and simple. Yet, it is a
fun pastime, one that can be played quickly and just
about anywhere. It has never failed to
elicit outbursts of glee and frustration,
and has even resulted in some good-natured taunting.
It is best played with 3 or 4, though, as 2 is sorely
lacking in interaction and options. In spite of having
a closet-full of “fillers”, there is
always room for one more, provided it is fun. Easy
Come, Easy Go is certainly that, and will likely
see lots of table-time in a variety of settings. Another
keeper from Herr Knizia!
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