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Best Game from a New Designer

2023
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Best New Designer Winner 2023
Last Light is a fast-paced 4x game with 3D planets and a rotating board in which players playing asymmetrical alien factions simultaneously gather light right before the heat death of the universe.

Each turn, players select an action card, then all players take their actions simultaneously, exploring planets, mining for resources, gaining new technologies, and commanding fleets all while racing to the center of a rotating board to the last known white dwarf star to gather light for their civilization to survive.

The first player to gather 20 light has what they need to overcome their rivals and lay claim to the last light in the universe and win!

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Year Published: 0
Designers: Roy Cannaday
Publishers: Grey Fox Games
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Best New Designer Nominee 2023
Year Published: 2023
Designers: Connie Vogelmann
Publishers: Stonemaier Games
Year Published: 2023
Designers: Dave Beck
Publishers: Paverson Games
Year Published: 2023
Designers: Kosch
Publishers: Lookout Games
Year Published: 2023
Designers: Vangelis Bagiartakis
Publishers: Hegemonic Project Games
2022
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Dice Tower Awards 2023 General Logo
The most talented architects in ancient Greece stand ready to achieve this goal. Build housing, temples, markets, gardens and barracks, so you can grow your city and ensure it triumphs over the others. Raise its prestige with harmonious planning that conforms to specific rules, and enhance it by building plazas.

Stone is an essential resource, so make sure you do not neglect it. You’ll need enough quarries so you can build higher up, making your city stretch towards the sky.


Choose a tile from the construction site
Arrange it in your city to unlock each district's full potential
Build on higher levels, increase the value of your districts and win the game


—description from the publisher

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Year Published: 2022
Designers: Jules Messaud
Publishers: Gigamic
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Best Game from a New Designer Nominee 2022
Year Published: 2022
Designers: Steven Medway
Publishers: The Pandemonium Institute
Year Published: 2022
Designers: Scott Brady
Publishers: Smirk & Laughter Games
Year Published: 2022
Designers: Dan Hughes
Publishers: (Web published)
Year Published: 2022
Designers: Peter B. Hoffgaard
Publishers: Czech Games Edition
2021
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Best Game from a New Designer 2021
In Ark Nova, you will plan and design a modern, scientifically managed zoo. With the ultimate goal of owning the most successful zoological establishment, you will build enclosures, accommodate animals, and support conservation projects all over the world. Specialists and unique buildings will help you in achieving this goal.

Each player has a set of five action cards to manage their gameplay, and the power of an action is determined by the slot the card currently occupies. The cards in question are:


CARDS: Allows you to gain new zoo cards (animals, sponsors, and conservation project cards).
BUILD: Allows you to build standard or special enclosures, kiosks, and pavilions.
ANIMALS: Allows you to accommodate animals in your zoo.
ASSOCIATION: Allows your association workers to carry out different tasks.
SPONSORS: Allows you to play a sponsor card in your zoo or to raise money.


255 cards featuring animals, specialists, special enclosures, and conservation projects, each with a special ability, are at the heart of Ark Nova. Use them to increase the appeal and scientific reputation of your zoo and collect conservation points.

—description from the publisher

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Year Published: 2021
Designers: Mathias Wigge
Publishers: Feuerland Spiele
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Best Game from a New Designer Nominees 2021
Year Published: 2021
Designers: Klemens Kalicki
Publishers: Rebel Studio
Year Published: 2020
Designers: Peter Rustemeyer
Publishers: Hans im Glück
Year Published: 2021
Designers: François Romain
Publishers: Repos Production
Year Published: 2021
Designers: Tom Mattson
Publishers: Orange Nebula, LLC
2020
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Best Game from a New Designer 2014
On an uninhabited island in uncharted seas, explorers have found traces of a great civilization. Now you will lead an expedition to explore the island, find lost artifacts, and face fearsome guardians, all in a quest to learn the island's secrets.

Lost Ruins of Arnak combines deck-building and worker placement in a game of exploration, resource management, and discovery. In addition to traditional deck-builder effects, cards can also be used to place workers, and new worker actions become available as players explore the island. Some of these actions require resources instead of workers, so building a solid resource base will be essential. You are limited to only one action per turn, so make your choice carefully... what action will benefit you most now? And what can you afford to do later... assuming someone else doesn't take the action first!?

Decks are small, and randomness in the game is heavily mitigated by the wealth of tactical decisions offered on the game board. With a variety of worker actions, artifacts, and equipment cards, the set-up for each game will be unique, encouraging players to explore new strategies to meet the challenge.

Discover the Lost Ruins of Arnak!

—description from the publisher

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Year Published: 2020
Designers: Elwen
Publishers: Czech Games Edition
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Year Published: 2020
Designers: Joe Hopkins
Publishers: Grand Gamers Guild
Year Published: 2020
Designers: David Alberto Diaz
Publishers: Kids Table BG
Year Published: 2019
Designers: Dan Kazmaier
Publishers: Steeped Games Ltd.
Year Published: 2020
Designers: Dennis K. Chan
Publishers: Rio Grande Games
2019
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Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games. It's designed by Elizabeth Hargrave and features over 170 birds illustrated by Beth Sobel, Natalia Rojas, and Ana Maria Martinez.

You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:


Gain food tokens via custom dice in a birdfeeder dice tower
Lay eggs using egg miniatures in a variety of colors
Draw from hundreds of unique bird cards and play them


The winner is the player with the most points after 4 rounds.

If you enjoy Terraforming Mars and Gizmos, we think this game will take flight at your table.

—description from the publisher

From the 7th printing on, the base game box includes Wingspan: Swift-Start Promo Pack.

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Year Published: 2019
Designers: Elizabeth Hargrave
Publishers: Stonemaier Games
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Year Published: 2019
Designers: Elizabeth Hargrave
Publishers: Stonemaier Games
Year Published: 2019
Designers: Peter McPherson
Publishers: Alderac Entertainment Group
Year Published: 2019
Designers: Jordy Adan
Publishers: Thunderworks Games
Year Published: 2019
Designers: Molly Johnson
Publishers: Alderac Entertainment Group
Year Published: 2019
Designers: Henry Audubon
Publishers: Keymaster Games
2018
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In The Quacks of Quedlinburg, players are charlatans — or quack doctors — each making their own secret brew by adding ingredients one at a time. Take care with what you add, though, for a pinch too much of this or that will spoil the whole mixture!

Each player has their own bag of ingredient chips. During each round, they simultaneously draw chips from their bags and add them to their pots. The higher the face value of the drawn chip, the further it is placed in the pot's swirling pattern, increasing how much the potion will be worth. Push your luck as far as you can, but if you add too many cherry bombs, your pot will explode!

At the end of each round, players gain victory points and coins to spend on new ingredients, depending on how well they managed to fill up their pots. But players whose pots have exploded must choose points or coins — not both! The player with the most victory points at the end of nine rounds wins the game.

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Year Published: 2018
Designers: Wolfgang Warsch
Publishers: Schmidt Spiele
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Year Published: 2018
Designers: Tim Eisner
Publishers: Druid City Games
Year Published: 2018
Designers: David Cicurel
Publishers: Lucky Duck Games
Year Published: 2018
Designers: Catherine Stippell
Publishers: Pandasaurus Games
Year Published: 2018
Designers: Ivan Lashin
Publishers: Cosmodrome Games
2017
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Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.

This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.

Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.

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Year Published: 2017
Designers: Isaac Childres
Publishers: Cephalofair Games
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Year Published: 2017
Designers: R. Eric Reuss
Publishers: Greater Than Games, LLC
Year Published: 2017
Designers: Isaac Childres
Publishers: Cephalofair Games
Year Published: 2017
Designers: Josh J. Carlson
Publishers: Chip Theory Games
Year Published: 2017
Designers: Hjalmar Hach
Publishers: Blue Orange (EU)
Year Published: 2017
Designers: Hjalmar Hach
Publishers: Horrible Guild
2016
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In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.

Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.

Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases:

1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed.
4) Production phase: Players get resources according to their terraform rating and production parameters.

When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

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Year Published: 2016
Designers: Jacob Fryxelius
Publishers: FryxGames
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Year Published: 2015
Designers: Adam Poots
Publishers: Kingdom Death
Year Published: 2016
Designers: Patrick Leder
Publishers: Leder Games
Year Published: 2016
Designers: Filip Neduk
Publishers: Czech Games Edition
Year Published: 2016
Designers: Tom Jolly
Publishers: Minion Games
2015
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Description from the publisher:

The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required.

T.I.M.E Stories is a narrative game, a game of "decksploration". Each player is free to give their character as deep a "role" as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization.

At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the number of players. Each attempt is called a "run"; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario’s obstacles.

The base box contains the entirety of the T.I.M.E Stories system and allows players to play all of the scenarios, the first of which — Asylum — is included. During a scenario, which consists of a deck of 120+ cards, each player explores cards, presented most often in the form of a panorama. Access to some cards require the possession of the proper item or items, while others present surprises, enemies, riddles, clues, and other dangers.

You usually take possession of local hosts to navigate in a given environment, but who knows what you'll have to do to succeed? Roam a med-fan city, looking for the dungeon where the Syaan king is hiding? Survive in the Antarctic while enormous creatures lurk beneath the surface of the ice? Solve a puzzle in an early 20th century asylum? That is all possible, and you might even have to jump from one host to another, or play against your fellow agents from time to time...

In the box, an insert allows players to "save" the game at any point, to play over multiple sessions, just like in a video game. This way, it's possible to pause your ongoing game by preserving the state of the receptacles, the remaining TU, the discovered clues, etc.

T.I.M.E Stories is a decksploring game in which each deck makes anything possible!



Official FAQ



Expansions were published in this order:

Asylum (base game) (2015)
T.I.M.E Stories: The Marcy Case (2015)
T.I.M.E Stories: A Prophecy of Dragons (2016)
T.I.M.E Stories: Under the Mask (2016)
T.I.M.E Stories: Expedition – Endurance (2017)
T.I.M.E Stories: Lumen Fidei (2017)
T.I.M.E Stories: Estrella Drive (2017)
T.I.M.E Stories: Brotherhood of the Coast (2018)
T.I.M.E Stories: Madame (2019)

The Expansions link below also includes many fan-made expansions.

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Year Published: 2015
Designers: Peggy Chassenet
Publishers: Space Cowboys
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Year Published: 2015
Designers: Brett Sobol
Publishers: Nauvoo Games
Year Published: 2015
Designers: Matthew O'Malley
Publishers: Stonemaier Games
Year Published: 2015
Designers: Chénier La Salle
Publishers: Blue Orange Games
Year Published: 2015
Designers: Kristian Čurla
Publishers: Portal Games
2014
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In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories – correct theories, that is — and therein lies the problem.

The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards.
Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories.

During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins.

Flavor text:
Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist's livelihood, science, and art.

But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist's cauldron.

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Year Published: 2014
Designers: Matúš Kotry
Publishers: Czech Games Edition
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Year Published: 2014
Designers: Yann and Clem
Publishers: Devil Pig Games
Year Published: 2014
Designers: Cody Miller
Publishers: Far Off Games
Year Published: 2014
Designers: Tim Fowers
Publishers: Fowers Games
Year Published: 2014
Designers: Marc André
Publishers: Space Cowboys
Year Published: 2014
Designers: Matúš Kotry
Publishers: Czech Games Edition
2009
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Best New Designer of 2009
Note: This entry in the BGG database is used to consolidate questions and discussion regarding the Summoner Wars series; it does not correspond to a particular box or deck of the Summoner Wars game. For the base Starter Set releases, refer to BGG entries for Summoner Wars: Phoenix Elves vs Tundra Orcs and Summoner Wars: Guild Dwarves vs Cave Goblins.

NOTE:This entry is currently in flux! All of the forum posts, and linked items are being moved to the individual game entries, with anything sufficiently generic being linked to the Summoner Wars Master Set. All content will be maintained.

Summoner Wars is a fast-playing, action-packed 2-4 player card game. Players take on the role of Summoners: powerful beings who harness the power of mysterious Summoning Stones to lead their race to conquest on the war-torn planet of Itharia. These Summoners wield terrible magic on the battlefield, freezing their foes in place, draining their enemies of power, and even bringing rains of fire down from the heavens. But most notoriously, they summon their great race’s hordes of warriors to the battlefield, to clash in the never-ending struggle for supremacy. A Summoner is both mage and general, and must combine their wizardly might with clever tactics to defeat the enemy Summoner on the opposite side of the battle.

Each Starter Set of Summoner Wars contains 2 complete, battle-ready Factions, ready to jump you and an opponent into the thick of the War for Itharia. Each Faction is a unique race or civilization with its own secret goals, be it wild-eyed Elves bent on revenge, or blood-crazed Goblins who merely want to set the world ablaze. Starter Sets also include everything you will need to play, including a Battle Mat, Wound counters, dice, and a rulebook.

But the war doesn’t end there! Summoner Wars is fully expandable with entirely new faction decks such as the hideous Undead of the Fallen Kingdom, or the righteous and knightly Human Vanguards. In addition, each Faction will have its own expansions, adding new warriors, summoners, and abilities to allow for a never-ending mix of combat options and surprises. Expansions will also include Mercenary units - warriors who care nothing for politics and will fight for any side that can afford them!

Summoner Wars uses a simple but deep rules set to capture both the strategy of deck construction and card playing, with the tactics of miniature war games. By purchasing expansions or multiple Starter Sets, players can customize their Faction Decks to suit any style of play and to keep their opponents guessing. During the game, players summon and move their various warriors about the battlefield using their unique powers and abilities to wreak havoc on the enemy lines. In the course of a game each side will inflict terrible casualties upon the other in their brutal quest for victory.

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Year Published: 2009
Designers: Colby Dauch
Publishers: Plaid Hat Games
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Year Published: 2009
Designers: Carl de Visser
Publishers: Z-Man Games
Year Published: 2009
Designers: Wolfgang Sentker
Publishers: Hans im Glück
Year Published: 2009
Designers: Bruce Allen
Publishers: Zoch Verlag
Year Published: 2009
Designers: Justin De Witt
Publishers: Fireside Games
2007
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Best Game Designer of 2007
From the publisher's website:

World War 2 air combat game depicting the nighttime air raids of British bombers hitting German cities.

As the head of the British Bomber Command, you plan the attacks on Germany in order to undermine the morale of the civilian population. Or as a General of the German Air Force (Luftwaffe), you defend using your ace squadrons and organizing an effective civil defense.

The gameboard enables you to set up countless variations of these historic events. You play as many nights as you wish - each night takes 30-45 minutes to resolve.

Immerse yourself in the strategic and tactical thinking needed to survive in those dark times.

Gameplay allows for easy entry into the action with some advanced rules for the hearty wargamer. The game rules include weather conditions, full moon/new moon bonuses and penalties, clouds and thunderclouds, fog, flak, searchlights, balloon barriers, target markers, and much more.

The British player secretly plots the course of the bomber while the Mosquito acts as escort or decoy. The German player tries to figure out where the bomber is going, making sure to efficiently use the fuel to get as many hits on the bomber as possible.

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Year Published: 2007
Designers: Friedemann de Pedro
Publishers: Pilot Games
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Best Game Designer Nominee of 2007
Year Published: 2007
Designers: Sébastien Gigaudaut
Publishers: Edge Entertainment
Year Published: 2007
Designers: Yehuda Berlinger
Publishers: Reiver Games
Year Published: 2007
Designers: Henrik Berg
Publishers: Hans im Glück
Year Published: 2007
Designers: Vladimír Suchý
Publishers: Czech Games Edition
Year Published: 2007
Designers: Sébastien Gigaudaut
Publishers: Edge Entertainment
2008
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"You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.

But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted."

—description from the back of the box

In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety.

—user summary

Part of the Dominion series.

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Year Published: 2008
Designers: Donald X. Vaccarino
Publishers: Rio Grande Games
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Best Game Designer of 2008
Year Published: 2008
Designers: Uwe Eickert
Publishers: Academy Games, Inc.
Year Published: 2008
Designers: Daniel Val
Publishers: Gen-X Games
Year Published: 2008
Designers: Antoine Bauza
Publishers: Repos Production
Year Published: 2008
Designers: Marco Bing
Publishers: PYXI
2010
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Do you have what it takes to be a deep space colonist? An alien frontier awaits the brave and daring! This new planet will be harsh, but if you have the skills to manage your resources, build a fleet, research alien life, and settle colonies, the world can be yours.

Alien Frontiers is a game of resource management and planetary development for two to four players. During the game you will utilize orbital facilities and alien technology to build colony domes in strategic locations to control the newly discovered world.

The game board shows the planet, its moon, the stations in orbit around the planet, and the solar system’s star. The dice you are given at the start of the game represent the space ships in your fleet. You will assign these ships to the orbital facilities in order to earn resources, expand your fleet, and colonize the planet.

As the game progresses, you will place your colony tokens on the planet to represent the amount of control you have over each territory. Those territories exert influence over specific orbital facilities and, if you control a territory, you are able to utilize that sway to your advantage.

The planet was once the home of an alien race and they left behind a wondrous artifact in orbit. Using your fleet to explore the artifact, you will discover amazing alien technologies that you can use to advance your cause.

Winning the game will require careful consideration as you assign your fleet, integrate the alien technology and territory influences into your expansion plans, and block your opponents from building colonies of their own. Do you have what it takes to conquer an alien frontier?

Roll and place your dice to gain advantages over your opponent and block them out of useful areas of the board. Use Alien Tech cards to manipulate your dice rolls and territory bonuses to break the rules. Steal resources, overtake territories, and do whatever it takes to get your colonies on the map first! Don't dream it'll be easy, though, because the other players will be trying to do the same thing.

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Year Published: 2010
Designers: Tory Niemann
Publishers: Clever Mojo Games
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Year Published: 2010
Designers: Kasper Aagaard
Publishers: Z-Man Games
Year Published: 2010
Designers: Ryan Amos
Publishers: Elzra Corp. (Elzra)
Year Published: 2010
Designers: James Eastham
Publishers: Eagle-Gryphon Games
Year Published: 2010
Designers: Tim Fowers
Publishers: Fowers Games
2011
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Best Game Designer of 2011
The call comes in... "911, what is your emergency?" On the other end is a panicked response of "FIRE!" Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. The team has only seconds to assess the situation and devise a plan of attack – then you spring into action like the trained professionals that you are. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse, and lives are in danger.

You must succeed. You are the brave men and women of fire rescue; people are depending on you. This is what you do every day.

Flash Point: Fire Rescue is a cooperative game of fire rescue.

There are two versions of game play in Flash Point, a basic game and expert game.
In both variants, players are attempting to rescue 7 of 10 victims from a raging building fire.
As the players attempt to rescue the victims, the fire spreads to other parts of the building, causing structural damage and possibly blocking off pathways through the building. Each turn a player may spend action points to try to extinguish fires, move through the building, move victims out of the building or perform various special actions such as moving emergency vehicles. If 4 victims perish in the blaze or the building collapses from taking too much structural damage, the players lose. Otherwise, the players win instantly when they rescue a 7th victim.

The expert variant included in the game adds thematic elements such as flash over, combustible materials, random setup, and variations on game difficulty from novice to heroic. The game includes a double sided board with two different building plans and several expansion maps are available.

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Year Published: 2011
Designers: Kevin Lanzing
Publishers: Indie Boards & Cards
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Best Game Designer Nominee of 2011
Year Published: 2011
Designers: Christopher Badell
Publishers: Greater Than Games, LLC
Year Published: 2011
Designers: Brian Engelstein
Publishers: Z-Man Games
Year Published: 2011
Designers: David Gregg
Publishers: Alderac Entertainment Group
Year Published: 2011
Designers: Jason Little
Publishers: Fantasy Flight Games
Year Published: 2011
Designers: Christopher Badell
Publishers: Greater Than Games, LLC
2012
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Best New Designer of 2012
It's your lifelong dream – to join the Star Patrol and be part of the crew of an interstellar Starship. You've worked hard, graduated from the academy, and received your first assignment as part of a team of young recruits, confident in your training and ready to be put to the test. Nothing can possibly go wrong as you are prepared for anything...

You are the Space Cadets.

Space Cadets is a fun and frantic cooperative game for 3-6 players who take on the roles of Bridge Officers of a Starship. Each officer must accomplish his specific task in order for the team to successfully complete the mission. You might be the...


Helmsman, plotting the ship's course through asteroid fields and nebulae.
Engineer, using dominoes to get enough power to each system.
Weapons Officer, completing puzzles to load the torpedoes and flicking a disc down a track to launch them.
Shield Officer, using tiles to form poker hands to get the strongest shields.
Sensor Officer, using your sense of touch to scan and lock on enemy targets.
Captain, setting the plan and making sure that everyone stays focused and does their job.


If your crew can work together to accomplish the mission goals, you just might make it home in one piece.

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Year Published: 2012
Designers: Geoff Engelstein
Publishers: Stronghold Games
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Best New Designer Nominee 2012
Year Published: 2012
Designers: Jerry Hawthorne
Publishers: Plaid Hat Games
Year Published: 2012
Designers: Bryan Pope
Publishers: Arcane Wonders
Year Published: 2012
Designers: Peter Lee
Publishers: Wizards of the Coast
Year Published: 2012
Designers: Aaron Dill
Publishers: Gale Force Nine, LLC
Year Published: 2012
Designers: Jerry Hawthorne
Publishers: Plaid Hat Games
2013
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Best New Designer Nominee 2013
Early in the history of the United States, slavery was an institution that seemed unmovable but with efforts of men and women across the country, it was toppled. In Freedom: The Underground Railroad, players are working to build up the strength of the Abolitionist movement through the use of notable figures and pivotal events. By raising support for the cause and moving slaves to freedom in Canada, the minds of Americans can be changed and the institution of slavery can be brought down.

Freedom is a card-driven, cooperative game for one to four players in which the group is working for the abolitionist movement to help bring an end to slavery in the United States. The players use a combination of cards, which feature figures and events spanning from Early Independence until the Civil War, along with action tokens and the benefits of their role to impact the game.

Players need to strike the right balance between freeing slaves from plantations in the south and raising funds which are desperately needed to allow the group to continue their abolitionist activities as well as strengthen the cause.

The goal is not easy and in addition to people and events that can have a negative impact on the group's progress, there are also slave catchers roaming the board, reacting to the movements of the slaves on the board and hoping to catch the runaway slaves and send them back to the plantations.

Through careful planning and working together, the group might see an end to slavery in their time.

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Year Published: 2012
Designers: Brian Mayer
Publishers: Academy Games, Inc.
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Best New Designer Nominee 2013
Year Published: 2013
Designers: Cédrick Chaboussit
Publishers: Ludonaute
Year Published: 2013
Designers: Matthew Dunstan
Publishers: Days of Wonder
Year Published: 2013
Designers: Rustan Håkansson
Publishers: Lautapelit.fi
Year Published: 2013
Designers: Jamey Stegmaier
Publishers: Stonemaier Games