From Pirates to Bilbo Baggings and Luke Skywalker: Further Dice Games by Reiner Knizia
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A few of these games originally appeared in my first list of certain Knizia dice games - The Real Pickomino Family by Reiner Knizia, but somehow I always felt they don't belong there.

In these games you still roll your dice, probably (but not necessarily) freeze some dice, roll again and maybe again, and fail if you roll only values that can't be used, but, as for the main differences, here:
d10-1 You don't simply go for amounts (like 'roll as many different numbers as possible', 'reach as high a number as possible') but certain, specific numbers of symbols shown on the cards/tiles/... that you want to get and that give you points and/or other benefits.
d10-2 So yes, scoring items consist of spaces that show the die faces that are needed to be placed on them.
d10-3 When you lock (freeze) a few dice you already commit them to a certain card/category/whatever and can't remove them from there.

(d10-4 Quite possibly you even get a penalty if you fail, but that's something also present in Pickomino.)
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1. Board Game: Sharp Shooters [Average Rating:6.42 Overall Rank:2890]
Board Game: Sharp Shooters
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Before I list Knizias I list this game by Jeffrey Breslow, Howard J. Morrison and Rouben Terzian. According to the database this 1994 game was reimplemented by Ravensburger, publisher of several games in this list, only in 2004 (as Royal Casino), so it might or might not have had any influence on the first two Knizia games in this list, but it is hard to deny it had some influence on later Knizias.

In this game, large cards show 6 rows of cards with 6 rows of scoring combinations or joker rows (that score like poker - 5 of the same, full house etc.) On your turn you roll 5 dice, then place at least one die in order from left to right in each row and may reroll. If you complete a row, you get the number of points shown. When all rows are full on a card, take dice off and start another card. The winner is the player with the most points after 6 cards were completed.

Ideas of this game certainly appear in quite a few games below, maybe not the first ones...

Board Game: Sharp Shooters

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2. Board Game: Vegas [Average Rating:4.99 Overall Rank:18305]
Board Game: Vegas
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As it seems to me the idea is constantly under development and things keep evolving or changing, I try to list the games in a chronological order and try to present this idea as a process rather than something static. As a result, the first few games might fit the list less than the later ones. So let's start in

1996.

In this Ravensburger game (released two years after Sharp Shooters, which was also published by Ravensburger, but only in 2004) each player('s figure) takes seat at a table on the board. Tables have (quite a few) numbers printed on them (usually 1 to 5 or 6, sometimes multiple times).

When it's your turn you simply roll one die once (once!) OR move to another table.

You try to place a token for the die rolled to the table you're at.
1. If you roll a number that is seen on a free space, great, you can place the token!
2. If you roll a number that is on a space occupied by an opponent, that's even better - you replace their token with yours!
3. If you roll a number that is only on spaces occupied by yourself, bad luck - you can't place anything.
Each player has a set of Good Luck cards that can be used to help them.

Whenever a '1' is rolled or a Mary Chip card is played, Mary Chip moves to the next table and a scoring takes place there with the owner of the majority color getting a golden chip. Most golden chips win in the end.

(also included: an advanced version where players fight for certain spaces with two additional dice.)

Board Game: Vegas
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3. Board Game: Maginor [Average Rating:5.49 Overall Rank:17039]
Board Game: Maginor
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2001

The confrontative nature and dice rolls of Vegas inspired Fantasy Flight games to make their own version with a forced fantasy theme. It has a number of thematic added details but the main difference seems to be that if you win the influence at a 'table' (here: oracle) you decide if you want to get the VPs or the oracle's spell as a reward.

Board Game: Maginor

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4. Board Game: Pirates! [Average Rating:5.75 Overall Rank:12386]
Board Game: Pirates!
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2005

This Ravensburger game of pirate ships sailing and attacking is still not very typical for this list but it does fit here. When it's your turn you have 2 different actions to choose from 3 different kind: move, repair (your ship) or ATTACK. The latter is what matters the most for this list.

You may attack a fortress (tiles were randomly distributed on the fortress spaces in the set-up) from an adjacent space or an opponent from the same space. Both may have a number of canons, pirates and treasure chests on them.
To attack, roll as many dice as there are cannons on your ship. Values rolled correspond to the spaces (1 to 6) that are hit. Take them off from the fortress/ship.
Then the attacked attacks you the same way (provided they have at least 1 pirate and 1 cannon).
If any side loses the last pirate or cannon, the battle is over.
Winner gets all the treasures from the opponent (ship or fortress).

Play continues until all fortresses get looted OR a player has a specified number of treasure chests in front of them.

Board Game: Pirates!

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5. Board Game: Risk Express [Average Rating:6.27 Overall Rank:3548]
Board Game: Risk Express
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2006

After Pirates! where you were attacking other bases' cannons and men it might have been a logical next step to do something with Risk. Only it became Risk without a map... And your opponents don't even fight back immediately.
We're also one year after Pickomino and the success of that category game might have been just as strong an inspiration for this game. So just like in Pickomino, you are rolling your dice to collect tiles (from the centre of the table or from each other) and you lock some dice after your roll, then may keep rolling with the remaining dice.

Symbols (battle units) are arranged in rows on the cards (tiles) to be won. On your turn you roll the dice and may lock them in a row of one card, provided you have the necessary dice to fill that row. You roll the dice again to fill another row.

If you can't fill a row with your dice (fail) you lose one die but may keep rolling. If you manage to fill all rows you win that card.

Others' cards may also be attacked (unless they have the full set - continent - of them); for this you need to lock an extra symbol.
Cards and sets are worth points; when all cards are won the player with most points wins.

Board Game: Risk Express

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6. Board Game: Age of War [Average Rating:6.45 Overall Rank:1616]
Board Game: Age of War
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2014 (2006)

I am breaking the chronological order for this item only because besides the artwork and the slight thematic change, designwise there is nothing 2014, nothing different from the game above (not even different distribution of cards or symbols). It's the same game, now published by Fantasy Flight Games.

Board Game: Age of War

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7. Board Game: Sudoku: Das Würfelspiel [Average Rating:4.90 Unranked]
Board Game: Sudoku: Das Würfelspiel
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2006

In this Sudoku game (like in many others here) you roll the dice, place them in numbered spaces somewhere, roll the remaining dice again if you dare, and so on, until you stop (then all placed dice are replaced by your tokens) or you can't place the number rolled (if you fail, too bad, you take back the dice without placing any tokens and it's the next player's turn).
But it's a special one because of the sudoku concept. You have to place all the dice either in a row, a column or one of the a 3x2 areas on the board. As it's a sudoku board that also means you can't place the same numbers twice.

Board Game: Sudoku: Das Würfelspiel

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8. Board Game: Code Cracker [Average Rating:5.97 Overall Rank:9691]
Board Game: Code Cracker
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2007

Just like in Risk Express, there is a deck of tiles to be won here, in this Ravensburger game, but luckily (for the AP players), there is only 3 visible at the same time. Also instead of symbols you have numbers here (as the theme is breaking safes), 1 to 5.

You roll the dice and lock a few numbers on one or more tiles with them. You may roll again if you like. If you cover the last visible number on a tile you may take the tile (that scores you points in the end). If you manage locking all the dice and at least two microchips (the 6th face of the dice), it's your turn again.

But if you fail to place any dice rolled and can't complete any card, and here is the main difference from most other games here, you still cover the numbers with tokens and make things easier for your opponents.

Board Game: Code Cracker
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9. Board Game: IGOR: The Monster Making Game [Average Rating:5.79 Overall Rank:11216]
Board Game: IGOR: The Monster Making Game
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2008

This is a slightly reworked version of Code Cracker with a different theme (assembling monsters, or maybe some dinosaur topic in the later version called Dino Park) and a different nr. of tiles with different distribution of symbols) but the gameplay is practically the same.

Board Game: IGOR: The Monster Making Game
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Board Game: Scary Tales: Little Red vs. Pinocchio
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2009-2010

(I include the Scary Tales series because of chronological reasons here but it's a side track, another direction (that, sadly, seems to have ended in a dead end - the fourth part was never released). It's a two-player card game with somewhat complex rules for the silly (dark fairy tale) theme and also possibly the luck factor seemed to high (is there anyone out there who hates it so much that they want to send it to my address free?). It is not about rolling the dice but each turn you may attack your opponent's relic cards - see image, bottom right corner - and it seems attacking those happens more or less in the way described in this list, trying to roll the symbols depicted on the card and helping your rolls with some modifier cards. As it seems to derail the thread somewhat, I put all this in a bracket. Like this.)

Board Game: Scary Tales: Little Red vs. Pinocchio

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11. Board Game: The Hobbit [Average Rating:6.01 Overall Rank:4248]
Board Game: The Hobbit
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2010

This Fantasy Flight game has 4 chapters, and the first part of each chapter (played with cards) is practically a preparation for the second, dice game part.
During this first part you collect stuff like symbols that can provide additional symbols for each of your dice rolls or one-time helps and so on.
Board Game: The Hobbit

In the second part you face a number of challenges one by one. So you can't choose from the challenges - a tile is revealed and you better be prepared to roll the symbols shown, otherwise, if you fail, you have to bear the consequences and the next player faces the same challenge. Also when you lose a challenge Smaug the dragon moves closer to Lake Town and when it reaches Lake Town the game is over (or, according to a variant, everyone loses, even though it's a competitive game otherwise).
When you win a challenge you get the treasure shown on the tile.
Board Game: The Hobbit
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12. Board Game: The Hobbit: An Unexpected Journey [Average Rating:6.25 Overall Rank:5700] [Average Rating:6.25 Unranked]
Board Game: The Hobbit: An Unexpected Journey
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2013

As usual, the first Hobbit game was released when the movie triligy was just announced (well, and held back for production problems) but as soon as the movies were released there was a need for some movie-related products as well. Too bad Peter Jackson felt the need to make the originally planned 2-part movie a trilogy so Knizia had to stretch the game to three parts in the last minute, eventually making the game too long as well - and as the first 3 boards (two boards in the original prototype I'd guess) were quite similar AND the movies also weren't as popular as they could have been, the third part of the game was never released.

The first significant difference of this game from the others is that it's a cooperative game. Although it's not impossible, it's still hard to imagine it happened without knowing about and seeing the success of the cooperative game Elder Sign, a non-Knizia design that still says thank you to Knizia for the design of the dice mechanism (from Risk Express).

So, how is The Hobbit played? On each board you can find a number of adventures (they even look like cards) with the events of the movie abstracted to three symbols. On your turn you must roll the dice, lock as many as you want on one or more adventures (some of these have to be resolved in order, some others in any order), then roll once again and lock further dice. By this time you should be able to complete at least one adventure (place a feather token on this or these), take back the dice and it's the next player's turn. You should complete one adventure each turn, otherwise, if you fail, you get closer to losing the whole game.

In your adventure, dwarves (13) and Bilbo (1) can help you (in the form of cards that can be played once and regained for completing certain adventures). Also there are common helping cards (objects or characters) that are to be used once and then returned to the box.
On the other hand, each turn a new event makes things harder.

And if you fail placing at least a feather token this turn, you lose one of the six common helping cards that would be available for the next board - and if you run out of all these cards and should discard one more (ie you fail placing a feather token for the 7th time on this board) that means the game is lost.


Board Game: The Hobbit: An Unexpected Journey

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13. Board Game: The Hobbit: The Desolation of Smaug [Average Rating:6.58 Overall Rank:6522] [Average Rating:6.58 Unranked]
Board Game: The Hobbit: The Desolation of Smaug
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2013

In the sequel, the first (third) board is played just like the first two, but there are two significant differences on board nr. 4:
1. Helping cards arrive one by one (just like the dwarves, in a barrel) so they are not all available from the beginning
2. instead of the next board's resource cards you have a dragon (Smaug) that is more and more dangerous each turn if you don't do something to hold it back; and when you fail placing a feather token on an adventure it also gets more dangerous. If it reaches the end of its track the game is lost.

Otherwise, the dice mechanism is the same, even though you have an extra die to use here.

Board Game: The Hobbit: The Desolation of Smaug
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14. Board Game: Mmm! [Average Rating:6.42 Overall Rank:4379]
Board Game: Mmm!
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2015

This surprisingly good family game works like Sudoku - The Dice game, but takes its cooperative element from the above Hobbit series and the punishment from both the Hobbit series and the other games.

So the aim is to help the mouse steal all the food from the kitchen. For this, you roll your three dice (showing the 5 food types and 1 red X). Place one or more of them in a row or column on the board, on spaces showing the corresponding food type. Reroll the dice if you like. When you stop, replace the already placed dice with mouse tokens.

If you fail to lock any dice (X can't be placed), take back the dice and the cat moves closer to the kitchen. If you manage to lock dice but can't take any food with you (no food was completely covered this turn), the tokens are placed but the cat still moves closer to the kitchen.

Win if all the spaces are covered with tokens before the cat reaches the kitchen.

Board Game: Mmm!
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15. Board Game: Star Wars: Galaxy Rebellion [Average Rating:5.24 Overall Rank:17085]
Board Game: Star Wars: Galaxy Rebellion
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2015

Ravensburger likes quick solutions and I guess they wanted games fast as soon as they got the rights for making Star Wars movies. And in this case they can turn to their frequent collaborator Reiner Knizia (who designed lots of smaller box franchise-themed games for them, often based on earlier designs, like Star Wars: Attack of the Clones Card Game which was admittedly designed in a few months, upgrading Circus Flohcati with a few thematic elements). So I guess they needed a Star wars game fast, and this game used an approach quite similar to the Hobbit games above, even though simpler than that.
What's more, as a result of lots of development on this dice game idea and simplification whenever it was possible, this game is one of the most similar to Sharp Shooters from the beginning of the list...

The game tells the story of the Original Trilogy of SW, with things and events abstracted just the same way they were abstracted in the Hobbit. All players are on the side of the Rebels - they even have a rebel character in front of them and this character may help them place a certain symbol ('defeat a certain enemy') in each turn.

You have 6 boards (3 2-sided boards), 'planets' here, with adventures on them, shown as rows of symbols to be rolled. For completing a row you may win points and/or one-time-use helping characters. Dice show 4 enemy symbols, one wild symbol (that can used instead of any) and they also have a victory point side (these are not placed on the board but bring you VPs).

On your turn, roll the dice and place as many dice on the symbols of the current planet as you like. You have two rerolls. Your character and previously gained helping characters may also help. If you fill a row, gain the reward (points and/or characters). Replace all dice placed with Rebel tokens.

If you don't fill a row, you still replace dice placed with Rebel tokens (helping your opponents like in Code Cracker, but, well, it's still about helping your rebel buddies, isn't it?). Of course you may be selfish, saying you don't want to help others, maybe locking many VPs for yourself and that's it, but that just means you let the dark side rule your mind - so if you place only 1 die (as a result of dice rolls!) on your turn, you get the Vader character and if you don't place any dice, you get the Emperor character for the next turn. With them in front of you, you roll 1 or 2 dice fewer in the next turn, so probably you don't really want this...

Of course the game ends after all enemies are defeated at the sixth location (Endor/Death Star II) and most points win.

Board Game: Star Wars: Galaxy Rebellion
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