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Game of the Year

2023
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Best Game of the Year Winner 2023
Earth, the soil that supports and sustains our beautiful planet, Earth. Over thousands of years of evolution and adaptation the flora and fauna of this unique planet have grown and developed into amazing life forms, creating symbiotic ecosystems and habitats.

It’s time to jump into these rich environments and create some amazing natural synergies that replicate and extrapolate on Earth’s amazing versatility and plethora of natural resources. Create a self-supporting engine of growth, expansion and supply where even your unused plants become compost for future growth.

Earth is an open world engine builder for 1 to 5 players with simple rules but tons of strategic possibilities. With its encyclopedic nature and the enormous number of unique cards and combinations, every single game will allow you to discover new synergies and connections, just as our vast and fascinating world allows us to do!

—description from the publisher

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Year Published: 2023
Designers: Maxime Tardif
Publishers: Inside Up Games
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Game of the Year Nominee 2023
Year Published: 2023
Designers: Simone Luciani
Publishers: ThunderGryph Games
Year Published: 2023
Designers: Dave Beck
Publishers: Paverson Games
Year Published: 2023
Designers: Kosch
Publishers: Lookout Games
Year Published: 2023
Designers: Simone Luciani
Publishers: Board&Dice
Year Published: 2023
Designers: Luc Rémond
Publishers: Le Scorpion Masqué
Year Published: 2023
Designers: Isra C.
Publishers: Devir
Year Published: 2023
Designers: Dave Chalker
Publishers: Restoration Games
Year Published: 2023
Designers: Rob Daviau
Publishers: Days of Wonder
Year Published: 2023
Designers: Zé Mendes
Publishers: MeepleBR
2022
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Dice Tower Awards 2023 General Logo
Based on simple and intuitive hand management, Heat: Pedal to the Metal puts players in the driver's seat of intense car races, jockeying for position to cross the finish line first, while managing their car's speed if they don't want to overheat. Selecting the right upgrades for their car will help them hug the curves and keep their engine cool enough to maintain top speeds. Ultimately, their driving skills will be the key to victory!

Drivers can compete in a single race or use the "Championship System" to play a whole season in one game night, customizing their car before each race to claim the top spot of the podium. They have to be careful as the weather, road conditions, and events will change every race to spice up their championship. Players can also enjoy a solo mode with the Legends Module or add automated drivers as additional opponents in multiplayer games.

—description from the publisher

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Year Published: 2022
Designers: Asger Harding Granerud
Publishers: Days of Wonder
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Game of the Year Nominee 2022
Year Published: 2022
Designers: Steven Medway
Publishers: The Pandemonium Institute
Year Published: 2022
Designers: Stan Kordonskiy
Publishers: Fantasia Games
Year Published: 2022
Designers: Manny Vega
Publishers: Cardboard Alchemy
Year Published: 2022
Designers: Emerson Matsuuchi
Publishers: Arcane Wonders
Year Published: 2022
Designers: Ryan Lambert
Publishers: Adam's Apple Games, LLC
Year Published: 2022
Designers: John D. Clair
Publishers: Alderac Entertainment Group
Year Published: 2022
Designers: Isaac Childres
Publishers: Restoration Games
Year Published: 2022
Designers: S J Macdonald
Publishers: Garphill Games
Year Published: 2022
Designers: Tim Eisner
Publishers: Druid City Games
2021
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Game of the Year 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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Game of the Year Nominees 2021
Year Published: 2021
Designers: Antoine Bauza
Publishers: Repos Production
Year Published: 2021
Designers: Randy Flynn
Publishers: Flatout Games
Year Published: 2021
Designers: Bobby Hill
Publishers: Garphill Games
Year Published: 2021
Designers: Ted Alspach
Publishers: Bézier Games
Year Published: 2021
Designers: Klemens Kalicki
Publishers: Rebel Studio
Year Published: 2021
Designers: Jonny Pac
Publishers: Final Frontier Games
Year Published: 2021
Designers: Jay Cormier
Publishers: Off the Page Games
Year Published: 2021
Designers: Ryan Laukat
Publishers: Red Raven Games
2020
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Game of the year
In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What are the rumors regarding the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges communication is essential in the team. But this is more difficult than expected in space.

With each mission the game becomes more difficult. After each mission the game can be paused and continued later. During each mission it is not the number of tricks but the right tricks at the right time that count.

The team completes a mission only if every single player is successful in fulfilling their tasks.

The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

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Year Published: 2019
Designers: Thomas Sing
Publishers: KOSMOS
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Year Published: 2020
Designers: Luke Laurie
Publishers: Breaking Games
Year Published: 2019
Designers: Frank West
Publishers: The City of Games
Year Published: 2019
Designers: Thomas Sing
Publishers: KOSMOS
Year Published: 2020
Designers: Shem Phillips
Publishers: Garphill Games
Year Published: 2020
Designers: Mr. Bistro
Publishers: Plaid Hat Games
Year Published: 2020
Designers: Elwen
Publishers: Czech Games Edition
Year Published: 2020
Designers: Rob Daviau
Publishers: Z-Man Games
Year Published: 2020
Designers: Kevin Russ
Publishers: Flatout Games
Year Published: 2020
Designers: Paul Dennen
Publishers: Dire Wolf
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: Evan Derrick
Publishers: Van Ryder Games
Year Published: 2019
Designers: Krzysztof Piskorski
Publishers: Awaken Realms
Year Published: 2019
Designers: Shem Phillips
Publishers: Garphill Games
Year Published: 2019
Designers: Nathan I. Hajek
Publishers: Fantasy Flight Games
Year Published: 2019
Designers: Andy Clautice
Publishers: Dire Wolf
Year Published: 2019
Designers: Joanna Kijanka
Publishers: Portal Games
Year Published: 2019
Designers: Prospero Hall
Publishers: Ravensburger
Year Published: 2019
Designers: Matthias Cramer
Publishers: Frosted Games
Year Published: 2019
Designers: Alexander Pfister
Publishers: Game's Up
2018
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Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion) players battle for control of a vast wilderness.

The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.

Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.

Root represents the next step in our development of asymmetric design. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.

The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts.

The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling.

The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late-game presence--but only if they can manage to keep the other players in check.

Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal.

In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!

—description from the publisher

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Year Published: 2018
Designers: Cole Wehrle
Publishers: Leder Games
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Year Published: 2018
Designers: Eric M. Lang
Publishers: CMON Global Limited
Year Published: 2018
Designers: Gavan Brown
Publishers: Roxley
Year Published: 2018
Designers: Hervé Lemaître
Publishers: Kolossal Games
Year Published: 2018
Designers: James A. Wilson
Publishers: Starling Games (II)
Year Published: 2018
Designers: David Cicurel
Publishers: Lucky Duck Games
Year Published: 2018
Designers: Shem Phillips
Publishers: Garphill Games
Year Published: 2018
Designers: Wolfgang Warsch
Publishers: Nürnberger-Spielkarten-Verlag
Year Published: 2018
Designers: Daniele Tascini
Publishers: NSKN Games
Year Published: 2018
Designers: Vladimír Suchý
Publishers: Delicious 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: Ludovic Roudy
Publishers: Serious Poulp
Year Published: 2017
Designers: Ryan Laukat
Publishers: Red Raven Games
Year Published: 2017
Designers: Adrian Adamescu
Publishers: Floodgate Games
Year Published: 2017
Designers: Jamey Stegmaier
Publishers: Stonemaier Games
Year Published: 2017
Designers: Emerson Matsuuchi
Publishers: Plan B Games
Year Published: 2017
Designers: Rob Daviau
Publishers: Z-Man Games
Year Published: 2017
Designers: Jonathan Gilmour
Publishers: Pandasaurus Games
Year Published: 2017
Designers: Michael Kiesling
Publishers: Next Move Games
2016
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It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.

Scythe is an engine-building game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europe who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.

Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place).

Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness.

Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination.

Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.

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Year Published: 2016
Designers: Jamey Stegmaier
Publishers: Stonemaier Games
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Year Published: 2016
Designers: Christian Martinez
Publishers: Matagot
Year Published: 2016
Designers: Roberto Fraga
Publishers: Matagot
Year Published: 2016
Designers: Corey Konieczka
Publishers: Fantasy Flight Games
Year Published: 2016
Designers: Jacob Fryxelius
Publishers: FryxGames
Year Published: 2016
Designers: Filip Neduk
Publishers: Czech Games Edition
Year Published: 2016
Designers: Uwe Rosenberg
Publishers: Feuerland Spiele
Year Published: 2016
Designers: Grant Rodiek
Publishers: Portal Games
Year Published: 2016
Designers: Alexander Pfister
Publishers: eggertspiele
Year Published: 2016
Designers: Chris Cantrell
Publishers: Riot Games
2015
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Pandemic Legacy is a co-operative campaign game, with an overarching story-arc played through 12-24 sessions, depending on how well your group does at the game. At the beginning, the game starts very similar to basic Pandemic, in which your team of disease-fighting specialists races against the clock to travel around the world, treating disease hotspots while researching cures for each of four plagues before they get out of hand.

During a player's turn, they have four actions available, with which they may travel around in the world in various ways (sometimes needing to discard a card), build structures like research stations, treat diseases (removing one cube from the board; if all cubes of a color have been removed, the disease has been eradicated), trade cards with other players, or find a cure for a disease (requiring five cards of the same color to be discarded while at a research station). Each player has a unique role with special abilities to help them at these actions.

After a player has taken their actions, they draw two cards. These cards can include epidemic cards, which will place new disease cubes on the board, and can lead to an outbreak, spreading disease cubes even further. Outbreaks additionally increase the panic level of a city, making that city more expensive to travel to.

Each month in the game, you have two chances to achieve that month's objectives. If you succeed, you win and immediately move on to the next month. If you fail, you have a second chance, with more funding for beneficial event cards.

During the campaign, new rules and components will be introduced. These will sometimes require you to permanently alter the components of the game; this includes writing on cards, ripping up cards, and placing permanent stickers on components. Your characters can gain new skills, or detrimental effects. A character can even be lost entirely, at which point it's no longer available for play.

Part of the Pandemic series

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Year Published: 2015
Designers: Rob Daviau
Publishers: Z-Man Games
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Year Published: 2014
Designers: Wei-Hwa Huang
Publishers: Rio Grande Games
Year Published: 2015
Designers: Eric M. Lang
Publishers: Cool Mini Or Not
Year Published: 2015
Designers: Peggy Chassenet
Publishers: Space Cowboys
Year Published: 2015
Designers: Vital Lacerda
Publishers: Eagle-Gryphon Games
Year Published: 2015
Designers: Matthew Dunstan
Publishers: Space Cowboys
Year Published: 2015
Designers: Antoine Bauza
Publishers: Repos Production
Year Published: 2015
Designers: Simone Luciani
Publishers: Hans im Glück
Year Published: 2015
Designers: Vlaada Chvátil
Publishers: Czech Games Edition
Year Published: 2015
Designers: Oleksandr Nevskiy
Publishers: Libellud
2014
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Game of the Year - 2014
"Crossroads" is a game series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside. Dead of Winter: A Crossroads Game, the first title in this series, puts 2-5 players in a small, weakened colony of survivors in a world in which most of humanity is either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors, with dozens of different characters in the game.

Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition, but for each individual player to achieve victory, they must also complete their personal secret objective, which could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal, but don't get walked all over by a loudmouth who's looking out only for their own interests!

Dead of Winter is an experience that can be accomplished only through the medium of tabletop games, a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives, but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up.

Dead of Winter has players making frequent, difficult, heavily-thematic, wildly-varying decisions that often have them deciding between what's best for the colony and what's best for themselves. The rulebook also includes a fully co-operative variant in which all players work toward the group objective with no personal goals.

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Year Published: 2014
Designers: Jonathan Gilmour
Publishers: Plaid Hat Games
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Year Published: 2014
Designers: Jonathan Gilmour
Publishers: Plaid Hat Games
Year Published: 2014
Designers: Ignacy Trzewiczek
Publishers: Portal Games
Year Published: 2014
Designers: Bruno Cathala
Publishers: Days of Wonder
Year Published: 2014
Designers: Cody Miller
Publishers: Far Off Games
Year Published: 2014
Designers: Vital Lacerda
Publishers: Stronghold Games
Year Published: 2014
Designers: Robert Dougherty
Publishers: Wise Wizard Games
Year Published: 2014
Designers: Marc André
Publishers: Space Cowboys
Year Published: 2014
Designers: Mike Elliott
Publishers: WizKids
Year Published: 2014
Designers: Justin Kemppainen
Publishers: Fantasy Flight Games
Year Published: 2014
Designers: Matúš Kotry
Publishers: Czech Games Edition
2009
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In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.

Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.

Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!

On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go "into decline". A race in decline is designated by flipping the tiles over to their black-and-white side.

At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depending on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins.

Clarifications: available in a pinned forum post.

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Year Published: 2009
Designers: Philippe Keyaerts
Publishers: Days of Wonder
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Year Published: 2009
Designers: Colby Dauch
Publishers: Plaid Hat Games
Year Published: 2009
Designers: Eric M. Lang
Publishers: Fantasy Flight Games
Year Published: 2009
Designers: Vlaada Chvátil
Publishers: Czech Games Edition
Year Published: 2009
Designers: Mike Elliott
Publishers: Alderac Entertainment Group
2007
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Best Game of 2007
2018 UPDATE: The second edition of the game is improved for CVD (color blindness) and includes 5 revised cards from the original version and 6 New Worlds promo homeworlds. The promo homeworlds and first edition compatible Revised Cards are both available for purchase through the BGG store.

In the card game Race for the Galaxy, players build galactic civilizations by playing game cards in front of them that represent worlds or technical and social developments. Some worlds allow players to produce goods, which can be consumed later to gain either card draws or victory points when the appropriate technologies are available to them. These are mainly provided by the developments and worlds that are not able to produce, but the fancier production worlds also give these bonuses.

At the beginning of each round, players each select, secretly and simultaneously, one of the seven roles which correspond to the phases in which the round progresses. By selecting a role, players activate that phase for this round, giving each player the opportunity to perform that phase's action. For example, if one player chooses the settle role, each player has the opportunity to settle one of the planets from their hand. The player who has chosen the role, however, gets a bonus that applies only to them. But bonuses may also be acquired through developments, so you must be aware when another player also takes advantage of your choice of role.

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Year Published: 2007
Designers: Thomas Lehmann
Publishers: Rio Grande Games
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Best Game Nominee of 2007
Year Published: 2007
Designers: Michael Schacht
Publishers: ABACUSSPIELE
Year Published: 2007
Designers: Glenn Drover
Publishers: Tropical Games
Year Published: 2007
Designers: Friedemann de Pedro
Publishers: Pilot Games
Year Published: 2007
Designers: Christian Leonhard
Publishers: GMT Games
Year Published: 2007
Designers: Michael Schacht
Publishers: ABACUSSPIELE
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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Year Published: 2008
Designers: Matt Leacock
Publishers: Z-Man Games
Year Published: 2007
Designers: Uwe Rosenberg
Publishers: Lookout Games
Year Published: 2008
Designers: Bernd Brunnhofer
Publishers: Hans im Glück
Year Published: 2008
Designers: Corey Konieczka
Publishers: Fantasy Flight Games
2010
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You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.

7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how her choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.

Though the box of earlier editions is listed as being for 3–7 players, there is an official 2-player variant included in the instructions.

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Year Published: 2010
Designers: Antoine Bauza
Publishers: Repos Production
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Year Published: 2010
Designers: Chad Jensen
Publishers: GMT Games
Year Published: 2010
Designers: Kasper Aagaard
Publishers: Z-Man Games
Year Published: 2010
Designers: Tory Niemann
Publishers: Clever Mojo Games
Year Published: 2010
Designers: Wolfgang Panning
Publishers: Queen Games
2011
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Best Game of 2011
The galaxy has been a peaceful place for many years. After the ruthless Terran–Hegemony War (30.027–33.364), much effort has been employed by all major spacefaring species to prevent the terrifying events from repeating themselves. The Galactic Council was formed to enforce precious peace, and it has taken many courageous efforts to prevent the escalation of malicious acts. Nevertheless, tension and discord are growing among the seven major species and in the Council itself. Old alliances are shattering, and hasty diplomatic treaties are made in secrecy. A confrontation of the superpowers seems inevitable – only the outcome of the galactic conflict remains to be seen. Which faction will emerge victorious and lead the galaxy under its rule?

A game of Eclipse places you in control of a vast interstellar civilization, competing for success with its rivals. You will explore new star systems, research technologies, and build spaceships with which to wage war. There are many potential paths to victory, so you need to plan your strategy according to the strengths and weaknesses of your species, while paying attention to the other civilizations' endeavors.

The shadows of the great civilizations are about to eclipse the galaxy. Lead your people to victory!

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Year Published: 2011
Designers: Touko Tahkokallio
Publishers: Lautapelit.fi
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Best Game Expansion Nominee of 2011
Year Published: 2011
Designers: Rob Daviau
Publishers: Hasbro
Year Published: 2011
Designers: Richard Garfield
Publishers: IELLO
Year Published: 2011
Designers: Brian Engelstein
Publishers: Z-Man Games
Year Published: 2011
Designers: Nate French
Publishers: Fantasy Flight Games
Year Published: 2011
Designers: Mike Elliott
Publishers: WizKids
Year Published: 2011
Designers: Martin Wallace
Publishers: Treefrog Games
Year Published: 2011
Designers: Stefan Feld
Publishers: alea
Year Published: 2011
Designers: Mike Elliott
Publishers: WizKids
Year Published: 2011
Designers: Vlaada Chvátil
Publishers: WizKids
Year Published: 2011
Designers: Rob Daviau
Publishers: Hasbro
2012
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Best Game of 2012
Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!

Whatever your chosen vessel, the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship's dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you'll be in total control throughout all the tense dogfighting action.

Star Wars: X-Wing features (three) unique missions, and each has its own set of victory conditions and special rules; with such a broad selection of missions, only clever and versatile pilots employing a range of tactics will emerge victorious. What's more, no mission will ever play the same way twice, thanks to a range of customization options, varied maneuvers, and possible combat outcomes. Damage, for example, is determined through dice and applied in the form of a shuffled Damage Deck. For some hits your fighter sustains, you'll draw a card that assigns a special handicap. Was your targeting computer damaged, affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet, your pilot could be injured, compromising his ability to focus on the life-and-death struggle in which he is engaged...

The Star Wars: X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What's more, Star Wars: X-Wing's quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe.

Reimplemented by Star Wars: X-Wing (Second Edition)

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Year Published: 2012
Designers: Jason Little
Publishers: Fantasy Flight Games
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Best Game Nominee of 2012
Year Published: 2012
Designers: Bryan Pope
Publishers: Arcane Wonders
Year Published: 2012
Designers: Jerry Hawthorne
Publishers: Plaid Hat Games
Year Published: 2012
Designers: Daniel Clark (I)
Publishers: Fantasy Flight Games
Year Published: 2012
Designers: Peter Lee
Publishers: Wizards of the Coast
Year Published: 2012
Designers: Joanna Kijanka
Publishers: Portal Games
Year Published: 2012
Designers: Geoff Engelstein
Publishers: Stronghold Games
Year Published: 2012
Designers: Richard Garfield
Publishers: Fantasy Flight Games
Year Published: 2012
Designers: Aaron Dill
Publishers: Gale Force Nine, LLC
Year Published: 2012
Designers: Vital Lacerda
Publishers: Giochix.it
Year Published: 2012
Designers: Bryan Pope
Publishers: Arcane Wonders
2013
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Following along the same lines as its predecessor (Agricola), Caverna: The Cave Farmers is a worker-placement game at heart, with a focus on farming. In the game, you are the bearded leader of a small dwarf family that lives in a little cave in the mountains. You begin the game with a farmer and his spouse, and each member of the farming family represents an action that the player can take each turn. Together, you cultivate the forest in front of your cave and dig deeper into the mountain. You furnish the caves as dwellings for your offspring as well as working spaces for small enterprises.

It's up to you how much ore you want to mine. You will need it to forge weapons that allow you to go on expeditions to gain bonus items and actions. While digging through the mountain, you may come across water sources and find ore and ruby mines that help you increase your wealth. Right in front of your cave, you can increase your wealth even further with agriculture: You can cut down the forest to sow fields and fence in pastures to hold your animals. You can also expand your family while running your ever-growing farm. In the end, the player with the most efficiently developed home board wins.

You can also play the solo variant of this game to familiarize yourself with the 48 different furnishing tiles for your cave.

Caverna: The Cave Farmers, which has a playing time of roughly 30 minutes per player, is a complete redesign of Agricola that substitutes the card decks from the former game with a set of buildings while adding the ability to purchase weapons and send your farmers on quests to gain further resources. Designer Uwe Rosenberg says that the game includes parts of Agricola, but also has new ideas, especially the cave part of your game board, where you can build mines and search for rubies. The game also includes two new animals: dogs and donkeys.

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Year Published: 2013
Designers: Uwe Rosenberg
Publishers: Lookout Games
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Best Game Nominee of 2013
Year Published: 2013
Designers: Antoine Bauza
Publishers: Repos Production
Year Published: 2012
Designers: Brian Mayer
Publishers: Academy Games, Inc.
Year Published: 2012
Designers: Hisashi Hayashi
Publishers: OKAZU Brand
Year Published: 2013
Designers: Mac Gerdts
Publishers: PD-Verlag
Year Published: 2013
Designers: Mike Selinker
Publishers: Paizo Publishing
Year Published: 2013
Designers: Matt Leacock
Publishers: Gamewright
Year Published: 2013
Designers: Stefan Feld
Publishers: Hans im Glück
Year Published: 2013
Designers: Helmut Ohley
Publishers: Hans im Glück
Year Published: 2013
Designers: Corey Konieczka
Publishers: Fantasy Flight Games