Manufacturer : Jolly Roger Games
Author : Bruno Faidutti /
Graphics : Jacob Elijah Walker
Number of players: 3-5
Age : 10+ years
Time : 15-30 mins.
15 Monsters - 15 Ghosts - 15 Vampires - 5 Nerds - 3 Grim Reapers - 2
Headless Horsemen - 5 Blank Cards - 1 Rulebooklet
It is Halloween and all players have
to host a party. But party is not
party - there are the good parties with many visitors and interesting
fancy dresses and there are the boring parties - where the nerds go to.
In this game each player tries to host the best party and the player
who gets the most points is the party king.
There are 3 different categories
of fancy dresses: Monsters, Ghosts and Vampires. Of each category there
are different kinds of guests:
Normal guests, Bouncers, Vamps and Rockers. Keep that in mind before
you continue to read the review. All the other guest cards are special
Before the game is
ready to be started
one player takes 4 normal
guests of each category and shuffles
them. Each player now draws two card and places them in front of
him/her. The remaining cards have to be put back and all cards are
shuffled. If there are fewer than 4 or 5 players some cards have to be
removed: One Bouncer of each category if only 3 players participate.
Then each player gets 4 cards. The remaining cards are the
A start player has
to be chosen and
then each player always has one action: He/She (the active
player) chooses a card from his/her hand and places it - facedown - in
front of any other player and says "Knock! Knock!". That player may
decide to open the door or leave it closed. If the player opens the
door he/she must take that card and has to bear all the consequences
(see below for further information). If the player decides not to take
that card the active player himself/herself must take that card and has
to bear the consequences. After this has been done the active player
takes one card from the reserve stack and it is the next player's turn.
Now the cards have
to be explained:
- Normal guests: These are the cards with only the category
symbols. Whenever a player turns around a normal guest he/she takes it
and places it in front of him/her and nothing else happens.
- Rocker: All Rocker cards have a note symbol. At the end of the
game they double the points for all guests of the same category at the
- Bouncer: The Bouncer cards have of each category have a dumbbell
symbol. This card protects all other cards of the same category from
the consequences of Nerds and Grim Reapers.
- Vamp: The Vamp cards of each category have a lips symbol. When
accepted by the passive player the active player can choose one card
from the passive player's display - of the same fancy dress category.
If the passive player does not open the door he/she may choose one of
the active player's cards. After it has been used the Vamp card has to
- Headless Horseman: The Headless Horseman has no special ability.
He is "just" worth 3 points at the end of the game.
- Nerd: When a nerd comes to a party all the members of the largest
category - not protected by a bouncer - leave for the other player's
party. The Nerd can be used by the active as well as by the passive
player - if he/she does not open the door.
- Grim Reaper: That card works the way as the Nerd with one
exception: The guests are not going to the other player's party but are
killed and have to be removed from the game.
- Blank Cards: These cards may be used to create own guests.
game ends when there are no more cards left to draw and after
each player has used all his/her remaining hand-cards. Now the score
has to be determined: Each player gets one point for each guest. He/She
might get extra points for a Rocker or Headless Horseman at his/her
party. The player who scored the most points wins the game.
6 of 10 points:
"Knock! Knock!" is a nice game. It is a game about
other players. Corresponding to the minimum age for the game the rules
are easy to understand and easy to explain. It is interesting to find
out if the other players take your card or do not. Of course some kind
of strategy is possible by not really trying to make the other players
accept the cards you offer them. If they do not accept the cards the
player himself/herself can use them. But that strategy is limited
because in your hand there are not going to be positive cards only.
Players can try to choose cards that - even when not accepted by the
other player - do not cause so much harm at their own parties. Such
strategies would have been possible if the end of the game was
different: You can play your cards as tactically as you are able to -
at the end of the game you have to get rid of all cards - no matter
whether they are positive or negative. All in all "Knock! Knock!" is a
nice family game and is really fun playing. Fun is the main intention
of the game - players expecting a tactical card game should stay away
from "Knock! Knock!".
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