All Hail Knucklebeard!
Australia Wodonga Victoria
BorderCon 101 - Bring the fun, bring a smile, grab a game from the pile. Place the Meeple, play a card, swing your sword and kill the guard! So make the trip, don't be docile, look for details on my profile!
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This review continues my series of detailed reviews that attempt to be part review, part resource for anyone not totally familiar with the game. For this reason I expect readers to skip to the sections that are of most interest.
Summary
Game Type - Outdoor Dexterity Play Time: 10-20 minutes Number of Players: 2+ Skills - Throwing, Depth Perception, Hand-eye Co-ordination Difficulty - Pick-up & Play (Can be learned in under 10 minutes) Components - Very Good
Image Courtesy of Heavs
Overview
This is my first review for an outdoor dexterity game and with that label KLOP (Molkky) also falls into the category of 'Outside the Scope' of BGG (also a first for my reviews). I won't get into the arguments 'for' or 'against' games being included in the BGG database but I will put up my hand and state that I am of the feeling that games of this nature should be given their own entry.
Before I go any further I should explain the KLOP (Molkky) title for the game. I first came across Molkky at a Christmas Party in 2009, which was hosted by the owner of my FLGS. His version was called KLOP and this is the title he commercially sells in his store. After some digging on the Geek and some investigative work, which included some Geek Mails to my Finnish friends, I discovered that KLOP is actually based on the traditional Finnish game of Molkky. According to the intro in the rulebook, KLOP was invented by Finnish lumberjacks as a way to break the silence of the forest. They would carve up the pieces and the sound that cracked through the stillness sounded like KLOP, hence the name of the game.
This all sounds a little too cute for my liking and it could simply be a nice story to explain the name of the game and avoid any copyright infringements. Whatever the case I am glad that I know the original game is called Molkky. That said I will refer to the game as KLOP as that is the version I am reviewing and there could be differences to Molkky for all I know.
I have also come across another name for the game and I suspect that certain importers are deciding to put their own badge on the game when they sell to their markets.
So what is KLOP? Well the throwing element of KLOP is similar to Bocce, however rather than trying to be closest to the jack, the aim of KLOP is to score points each round by hitting pegs of various values.
In that regard it is kind of like a cross between Bocce, 10-Pin Bowling and Darts (in the scoring but ,more on that later)!
The Components
The Chunk - This is the name given to the hefty cylindrical log that must be thrown at the targets (Pegs). It is 20 cms long and weighs in at ??? Kgs (although that may differ based on the wood that is used).
There is something strangely appealing about the name 'Chunk'.
The Pegs - This is the name given to the targets that must be knocked down with each throw. They are ??? cms in length and whilst they appear mostly cylindrical, one end is beveled and a number is engraved into the surface.
These numbers denote how many points each Peg is worth should it be knocked down. There are 12 Pegs in all and each has a number ranging from 1-12.
Carry Box – I suspect that there may be all manner of different storage boxes for Molkky in its many forms, depending on which company is publishing/importing the game. The game I have access to features a simple but functional wooden box that carries all the components and the rule book. No lid is provided and a sturdy piece of rope serves as a carry handle. All very rustic.
Rules - In the case of my KLOP edition of Molkky, the rules are provided on a vertical ring binder, which includes a laminated front cover, which would help to protect them from rain should you hit a shower. The rules are clearly explained in 2 pages and the rest of the rulebook is dedicated to score sheets.
All in all the design is simple, functional and nicely wooden. That's about all you can ask from an Outdoor Dexterity game. Oh I should mention that KLOP is made from pine wood, which is a pity really as the softwood used here can really take some dents and chips as that sturdy Chunk comes flying in. A hard-wood would be far more ideal but having priced hardwood recently with the thought of having a friend make me a set, I realise why they have gone for pine. At just under A$60 (about the same price as light medium Euro Games such as Saint Petersburg), I can handle replacing my softwood copy if it is damaged beyond repair after 50-100 plays or so.
Image Courtesy of Heavs
The Set-Up
All KLOP needs to play is a flat playing area (preferably grassed) of about 6-8 square meters.
The Pegs need to be arranged in a tight formation, similar to 10-Pin Bowling, but not in a classic triangle formation. A diagram is provided in the rulebook to show the exact set-up required and it is important to follow this as it ensures that the highest scoring Pegs are located in the middle of the clump.
Image Courtesy of Heavs
The Pegs should be located roughly 3-4 meters from the throwing line, which can be marked with a stick, shoe or some other marker. The distance may seem close but it is important as the Pegs will scatter as the game unfolds and this could see some Pegs venture out up to 10 meters away from the throwing line.
Once a throwing order is established the game can commence. It should be noted here that any number of players can play in a single game of KLOP.
The Play – How Does it Work?
The Turn – The aim is naturally to hit the Pegs with a throw (must be underarm). Should a player fail to knock one or more Pegs over, they must retrieve the Chunk and go again. If a player should miss for the 3rd consecutive time though, they are eliminated from the game. No messing about...if you suck that bad you must get back to work. Those Finnish lumberjacks are no-nonsense folk you know. 
The Throw – What players are trying to achieve, is the best score possible on each turn. Scoring is very simple. If multiple Pegs are knocked over with a throw, the player will score 1 point per Peg (max of 12 and achievable in the opening turns when the Pegs are still tightly clustered). But if a player can knock down a single Peg, they will score whatever number that Peg is worth (max of 12).
This scoring is the same as the scoring of suits in the filler card game, David & Goliath.
No Looking at my Butt now... Image Courtesy of Heavs
The Aim – To win, players must be the first to score exactly 50 points. This is a nice goal to set as it means that games will last somewhere between 5 and 10 rounds.
The Strategy & Challenge – Getting the win is not as easy as it may seem though. To win a player must score exactly 50 points. This requires a player to assess the position of all Pegs as they move from the 30s and into the 40s, so they can set up a total that will allow them a decent chance to hit the Peg(s) that will offer the exact points needed to make the 50. In this way the game has a Darts type feel in relation to scoring strategy.
Image Courtesy of Heavs
The Penalty – If a player pushes their score past 50 after scoring a round they will 'bust'. The penalty for doing so is to reset their score to 25 for the start of their next turn. This really highlights the importance of planning ahead carefully. There is great danger in going for the win if your target Peg is quite close to another Peg and hitting hitting both would put you over 50.
The Fun – As the game unfolds it becomes apparent how easily a player can be eliminated for 3 foul throws. They may need a certain value to win but that Peg may be at a distance. It may be essential to go for the difficult shot because one or more opponents may have easier shots for the win. At this point it is a case of all or nothing and this lends KLOP an edge that makes the game very appealing (as well as keeping its play length within a certain time frame).
On top of that, the Chunk (the mini-log you throw) can do some strange and bizarre things. Being a cylinder, it has a habit of hitting the ground at either end and this can see it pitch, jump, turn 90 degrees and somehow dance all around the Pegs, missing your target by the narrowest of margins. This of course results in great howls of laughter from your opponents and the trash talking often flies thick and fast.
Before you know it you are down to your last throw before elimination and the sweat is on your brow as you go for the win. These kinds of games are always great fun.
Image Courtesy of Heavs
The Appeal – What’s to Like?
Well I’ve probably covered this to some degree but here we go –
It’s Outdoors – We can’t play that many games outdoors so straight away it offers something different. It’s great for the Summer and playing under the sun and a blue sky is always a nice change.
Social Time – KLOP is a social game that will be as much fun as the people that play it. It is perfect for barbecues and a beer or wine. It is all about laughter, trash talking and the challenge of landing that ‘perfect’ throw in the crunch moment.
Easily Accessible – KLOP doesn’t need much of a rules explanation, it can be learned by actually playing. It also doesn’t take a lot of skill (initially anyway) as we can all throw underarm. Combine these elements with the social nature of the game and it makes it perfect as a title to appeal to non-gamers and members of the family at that next family function.
Quick & Flexible – KLOP knows its target market so the 50 point target is perfect in keeping the game to a time frame of 10-20 minutes. The game can get a little long if 8+ people are playing, but I really don’t see this as a problem as the game should be played in a social context where people are happy to chat to Uncle Ralph, help with the BBQ or play with the dog. All they need is a shout out when it is their turn and over they come.
From that point of view KLOP is a rare title as it doesn’t demand everyone’s attention all the time. It is happy to work around the people that are playing. This is also a big plus when trying to draw non-gamers in.
Weaknesses
There are a couple but they are quite minor –
Softwood – I can see regular play and some heftier throws resulting in major chipping (on the beveled edges) and dents (in the Chunk) due to the pine that is used. But this really is a minor issue and a game like this is one of the few that I can handle getting some level of damage.
Game Length – If the playgroup is something huge like 15+, it would be a long time between turns for a single player. The smart thing to do here though would be to split the players into two groups and have the Top 4 from each group qualify for a Final.
Physical Space – I guess people in urban locations may have trouble finding the grassed space needed to play the game. For most though this won’t be an issue.
The Final Word
KLOP really is a cool game that can offer something truly different from the traditional games that fill our collections.
It offers the fun of games like Crokinole and ‘Push Your Luck’ titles and lets us do it in an outdoor setting, complete with a drink in our hand. The skill factor is low, making it a great 'gateway' title and it will put a smile on your face when you make ‘that’ shot or your mate…doesn’t! 
I will soon be adding KLOP to my collection and I look forward to many Family Christmas Parties in the Australian Summer. Crokinole interested them but the skill factor kept some away. KLOP will have all those aunts, uncles, nieces, nephews and cousins taking part and having a good time. I’ll Geek them up yet! 
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Burkhard Nierhaus
Germany Muelheim
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Great review for a really good outdoor game
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Pete L
Australia Hobart Tasmania
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Thanks for the review, Neil. This sounds like a great family game for Christmas. I'll have to keep an eye out for this.
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All Hail Knucklebeard!
Australia Wodonga Victoria
BorderCon 101 - Bring the fun, bring a smile, grab a game from the pile. Place the Meeple, play a card, swing your sword and kill the guard! So make the trip, don't be docile, look for details on my profile!
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Gomer wrote: Thanks for the review, Neil. This sounds like a great family game for Christmas. I'll have to keep an eye out for this.
My pleasure. It is not often that I find a game that I had never heard of and it turns out to be this much fun.
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Steven Packard
United States Palmdale California
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Thanks very much for writing this. Ever since I stumbled across a picture of Molkky I've wanted to see this very review -- one with a clear explanation of the game, with photos of it being played, and a true review in which its pros and cons are spelled out.
Now I need to figure out how to get a set, especially since my woodworking skills completely deny me the ability to make a set for myself.
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Terry Furness
Australia Monash ACT
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Great review mate - as always.
What happens if you go over 50? Is the shot that put you over ignored? Are you out of the game?
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All Hail Knucklebeard!
Australia Wodonga Victoria
BorderCon 101 - Bring the fun, bring a smile, grab a game from the pile. Place the Meeple, play a card, swing your sword and kill the guard! So make the trip, don't be docile, look for details on my profile!
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Tezza wrote: Great review mate - as always.
What happens if you go over 50? Is the shot that put you over ignored? Are you out of the game?
Cheers mate.
Point 5 above - your score resets to 25 and you have to rebuild. 99 times out of 100 this will spell doom as it will likely give your opponents 2-3 shots to take the win.
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Terry Furness
Australia Monash ACT
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hmmm.. no points for reading comprehension for me it appears...
Thanks mate, had seen the game in the local FLGS. May find its way into my collection in the future..
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Wolfgang Zelller
Germany Schramberg Baden-Württemberg
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Nice review! Might need to get a dowel of beech or birch next time at the building store. But:
Neil Thomson wrote: If multiple Pegs are knocked over with a throw, the player will score 1 point per Peg (max of 12 and achievable in the opening turns when the Pegs are still tightly clustered). But if a player can knock down a single Peg, they will score whatever number that Peg is worth (max of 12).
Quote: There is great danger in going for the win if your target Peg is quite close to another Peg and hitting hitting both would put you over 50. I suppose that the bigger danger is hitting only the "wrong" peg with a higher score instead. Because hitting two pegs can only put you above if you have 49 as score and were going for the "1".
At least that is how I understood the rule above, or did I miss something?
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All Hail Knucklebeard!
Australia Wodonga Victoria
BorderCon 101 - Bring the fun, bring a smile, grab a game from the pile. Place the Meeple, play a card, swing your sword and kill the guard! So make the trip, don't be docile, look for details on my profile!
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wolfzell wrote: Nice review! Might need to get a dowel of beech or birch next time at the building store. But: Neil Thomson wrote: If multiple Pegs are knocked over with a throw, the player will score 1 point per Peg (max of 12 and achievable in the opening turns when the Pegs are still tightly clustered). But if a player can knock down a single Peg, they will score whatever number that Peg is worth (max of 12). Quote: There is great danger in going for the win if your target Peg is quite close to another Peg and hitting hitting both would put you over 50. I suppose that the bigger danger is hitting only the "wrong" peg with a higher score instead. Because hitting two pegs can only put you above if you have 49 as score and were going for the "1". At least that is how I understood the rule above, or did I miss something?
Indeed you are correct and I have worded that poorly. I will edit it shortly - thanks for the pick-up. I'm getting my own copy of this shortly.
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