My thoughts after 1000 games of Knarr

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flash542
Posts: 3
Joined: 09 July 2025, 15:58

My thoughts after 1000 games of Knarr

Post by flash542 »

Hello everyone,

Here are my thoughts on the game Knarr.

I have now played 1000 games of Knarr.
99% of the games were with two players. 90% in the same mode as played in the Arena.
I also looked at the last 10 players who reached 1000 games.
Their average Elo rating is 350 (lowest 145 Elo, highest 540 Elo).
What is striking here is that there isn’t a single Master-level player among them. This is not surprising though, since there simply isn’t a single player at that level in Knarr. If you try to find reasons for this, you quickly come across two points:

There are simply too few players in Knarr, meaning strong players face each other more often, and the Elo system ruthlessly punishes every single loss.

The luck factor in the game is simply too high, so strong players often lose to average players — again triggering the Elo system.

I would like to focus more on the point of the luck factor. First of all, after 1000 games, I can say that I don’t see a problem with a dominant strategy. The often-mentioned Prestige strategy is only rarely dominant. It often comes into play in the simple “boats variant.” Depending on the artifact variant, games end after 11 or 12 rounds. Many of my games also ended after 10 rounds, and I can only recall two games where everything ended after 9 rounds. So Knarr is clearly a race game — similar to Splendor. The Prestige strategy often needs 12 or 13 rounds to finish. Yes, I also had matches where I successfully used Prestige in 11 rounds, but that’s rare.

In my view, the biggest problem in Knarr is balance. Especially the starting situation is the major “problem.”
I analyzed my last 200 games. I lost 15% of them.
The reasons were:

10%: poor play on my part

10%: very unlucky in the endgame

80%: opponent had a clear starting advantage

Whether it’s access to all colors, coverage of all colors, or direct access to duplicate colors right from the start — there are often huge differences between two players. This explains, in my view, why an Elo 180 player often beats an Elo 500 player. That would never happen in a game like chess, Blokus, or Abalone. And I’d argue not in games like Ark Nova or Brass either.

And that’s perfectly fine, depending on what you expect from a game. From a game like Can’t Stop, my expectation is that anyone can beat anyone. That makes it a wonderful family game where any child can win — and often does.

I started playing Knarr three months ago with the intention of reaching a level where I could win almost all games against lower-Elo players. That’s clearly not the case here, and I have to admit it’s sometimes frustrating. Similar to Azul — but less so than in Knarr.

What have other games done to counteract this starting imbalance problem? Terraforming Mars, Blood Rage, or Ark Nova with expansions — they all introduced a draft mechanism, either right from the start or with the first expansion, to achieve better balance. Of course, you can’t compare Knarr to Terraforming Mars. But the problems in a card-driven game are the same. On BGG, I’ve already seen a variant that directly addresses this very issue.

Of course, some will say: “I don’t mind that anyone can beat anyone.” In that case, my points about the game are irrelevant for you. But there will also be players who may see it the same way I do. I hope this point will eventually be addressed and that the game will achieve better balance. In that case, I strongly suspect that an Elo 200 player would stand almost no chance against an Elo 700 player existing at that time.

Some will say: “I don’t want that.”
At least for me, I would welcome it.
skaa_
Posts: 1
Joined: 21 October 2021, 01:05

Re: My thoughts after 1000 games of Knarr

Post by skaa_ »

Hello Flash,

Thanks for sharing your experience.
I played less games than you (330 2-players arena games, with a 77% winrate) and I agree with some of your conclusions. Most of the games I lost are due to an unlucky starting position.

But to my opinion, Knarr should not be compared to games like chess. As soon as cards are involved, a luck factor will be there. And to me it's okay. It's the spirit of most card games. Adding a draft system may lower a bit the luck, but it seems impossible to suppress it and have a garanteed 100% winrate against weaker players.

I like playing Knarr because this is a "small" game (few rules, few cards types, few mechanics) that I found very well balanced (no dominant strategy, strong need to adapt each game strategy depending on the starting cards, the artefact and the other player choices).

It is always frustrating to lose a game due to an unlucky starting position. But the luck ratio is not that high. I dont have the precise stats, but I think that I should have a 90+% winrate against players under 200 elo. Most of the time (but not everytime), luck can be compensate by suboptimal choices made by less experienced players.

There are no 700-elo players yet because this is a niche game and there are not enough players to inflate the average elo of everyone. But if the game were more popular, some player would reach that rating with no doubt.

Perhaps I will be more annoyed by the luck if I play 670 more Knarr games. But still, that's a lot of games ! I am impressed by the depth of Knarr, given the simplicity of its rules. Needing 1000 games to be bother by such a "small" game is a really nice achievement.
Congratulations to the Knarr game designer :)
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flash542
Posts: 3
Joined: 09 July 2025, 15:58

Re: My thoughts after 1000 games of Knarr

Post by flash542 »

Hello skaa,

I believe that we players can also do something to help this game gain more attention and interest. For example, by providing more input for new players. I often play against people who just started. The most common conversation with them is: How can I get better at this game?
If the more experienced players here contributed more input, it could encourage more players to visit this game more frequently.

For example, I had a clear strategy for how I improved in the game. I especially watched and analyzed games from experienced players (yours, for instance).
That way, I gradually discovered more and more paths to possible victories and was able to put them into practice.

Do you think it could have a positive impact if experienced players shared more input about the game here?

Best regards,
Flash
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