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When all of a player's holdings have been trumped? by other players and the player no longer has a secure base to play from, he is said to be in knid. This can have serious effects – it is not possible to play the move of MC, nor to strile across more than two zones or use ghost stations as an escape route. Fortunately, it is usually possible to escape quickly either by taking posession of a vacant holding (this is rare except early in the game), or by overtrumping through expenditure of tokens, if enough can be found.

Double knid means that all the holdings are trumped twice and must be similarly overtrumped to escape (and is thus correspondingly more serious later in the game). Similar considerations apply for triple and quadruple knid.


See also: Nidd


Categories: A to Z

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Last edited June 6, 2009 1:53 am by Simons Mith (diff)