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Most Innovative Game

2023
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Most Innovative Game Winner 2023
Sky Team is a co-operative game, exclusively for two players, in which you play a pilot and co-pilot at the controls of an airliner. Your goal is to work together as a team to land your airplane in different airports around the world.

To land your plane, you need to silently assign your dice to the correct spaces in your cockpit to balance the axis of your plane, control its speed, deploy the flaps, extend the landing gear, contact the control tower to clear your path, and even have a little coffee to improve your concentration enough to change the value of your dice.

If the aircraft tilts too much and stalls, overshoots the airport, or collides with another aircraft, you lose the game...and your pilot's license...and probably your life.

From Montreal to Tokyo, each airport offers its own set of challenges. Watch out for the turbulence as this could end up being bumpy ride!

—description from the publisher

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Year Published: 2023
Designers: Luc Rémond
Publishers: Le Scorpion Masqué
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Most Innovative Nominee 2023
Year Published: 2023
Designers: Filip Głowacz
Publishers: Board&Dice
Year Published: 2023
Designers: Andrew Fischer
Publishers: Earthborne Games
Year Published: 2023
Designers: Ondřej Bystroň
Publishers: Czech Games Edition
Year Published: 2023
Designers: Johannes Krenner
Publishers: KOSMOS
2022
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Dice Tower Awards 2023 General Logo
"Codes are a puzzle. A game, just like any other game."

- Alan Turing in The Imitation Game.

Turing Machine is a fascinating and competitive deduction game. It offers a unique experience of questioning a proto-computer that works without electricity or any sort of technology, paving the way for a new generation of deduction games.

The Goal? Find the secret code before the other players, by cleverly questioning the machine. With Turing Machine, you’ll use an analog computer with unique components made of never-before-seen perforated cards.
The game offers more than seven million problems from simple to mind-staggeringly complex combinations, making the gameplay practically endless!

Including the original competitive mode, you can combine your brain power as a team or try to beat the game itself while playing solo.

Are you ready for an intense cerebral gaming experience?

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Year Published: 2022
Designers: Fabien Gridel
Publishers: Le Scorpion Masqué
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Most Innovative Game Nominee 2022
Year Published: 2022
Designers: Corey Konieczka
Publishers: Unexpected Games
Year Published: 2022
Designers: Steven Medway
Publishers: The Pandemonium Institute
Year Published: 2022
Designers: Muneyuki Yokouchi (横内宗幸)
Publishers: Hobby Japan
Year Published: 2022
Designers: Ryan Lambert
Publishers: Adam's Apple Games, LLC
2021
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Most Innovative Game 2021
How do you take the perfect picture of a group of people if you only have one try? Each character has different wishes. Some want to be at the front of the picture; some want to stand next to another; and some really don't want to be next to that one particular person by any means. Do your best to make everyone happy – even if you don't actually know all the characters' preferences…

In Picture Perfect, first released as Der Perfekte Moment, you need to arrange fourteen characters to take the perfect photograph. Each of them has three specific desires that you want to fulfill. Unfortunately, these desires are hidden in envelopes.

During the game, the players try to take a look inside these envelopes to figure out how to place the characters correctly. To do so, they trade their information with others — or maybe try to hide it...

Whoever earns the most points at the end of the game has fulfilled the most desires and becomes the master photographer.

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Year Published: 2020
Designers: Anthony Nouveau
Publishers: Corax Games
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Most Innovative Game Nominee 2021
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
Year Published: 2021
Designers: François Romain
Publishers: Repos Production
2020
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Most Innovative Game 2020
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: Matthew O'Malley
Publishers: Foxtrot Games
Year Published: 2020
Designers: Mr. Bistro
Publishers: Plaid Hat Games
Year Published: 2020
Designers: Scott Caputo
Publishers: Bézier Games
Year Published: 2020
Designers: Johannes Sich
Publishers: Edition Spielwiese
2019
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Detective: City of Angels, set in the dark and violent world of 1940s Los Angeles, is a game of mystery, deception, and investigation for 1–5 players. Most players will step into the shoes of LAPD homicide detectives, hungry for glory and willing to do whatever it takes to successfully close a case, even if that means intimidating suspects, concealing evidence, and hiring snitches to rat on their fellow detectives. One player, however, will take on the role of The Chisel, whose only goal is to stall and misdirect the detectives at every turn using bluffing, manipulation, and (often) outright lies.

Detective: CoA uses the innovative ARC (Adaptive Response Card) System to create the feel of interrogating a suspect. Suspects do not simply give paragraph-book responses; instead The Chisel carefully chooses how they will answer. When Billy O'Shea insists that the victim was a regular at Topsy's Nightclub, is he telling the truth or is The Chisel subtly leading the detectives toward a dead end that will cost them precious time? Detectives can challenge responses that they think are lies but at great risk: If they're wrong, The Chisel will acquire leverage over them, making the case that much harder to solve.

Detective: CoA includes separate, detailed casebooks for both the detectives and The Chisel. Each crime is a carefully constructed puzzle that can unfold in a variety of ways depending on how the detectives choose to pursue their investigations. As the detectives turn the city upside down, uncovering fresh evidence and "hot" leads, hidden suspects may be revealed and new lines of questioning will open up, creating a rich, story-driven experience.

Inspired by classic film noir like The Big Sleep, the works of James Ellroy (L.A. Confidential), and the video game L.A. Noire from Rockstar Games, Detective: City of Angels is a murder-mystery game unlike any other. Will one detective rise above the rest and close the case on L.A.'s latest high profile murder? Or will The Chisel sow enough doubt and confusion to prevent the detectives from solving the crime?

—description from the publisher

A "sleuth" mode allows 1 or more players to play fully cooperatively, solving the cases together.

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Year Published: 2019
Designers: Evan Derrick
Publishers: Van Ryder Games
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Year Published: 2019
Designers: Bartosz Pluta
Publishers: PHALANX
Year Published: 2019
Designers: Evan Derrick
Publishers: Van Ryder Games
Year Published: 2019
Designers: Nicolas Bourgoin
Publishers: Blue Orange (EU)
Year Published: 2019
Designers: Gavin Birnbaum
Publishers: Board Game Rookie
Year Published: 2019
Designers: Antonio Tinto
Publishers: Cranio Creations
2018
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Chronicles of Crime is a cooperative game of crime investigation, mixing an app, a board game and a touch of Virtual Reality.

With the same physical components (board, locations, characters and items), players will be able to play plenty of different scenarios and solve as many different crime stories.

Players start the app, choose the scenario they want to play, and follow the story. The goal being to catch the killer of the current case in the shortest time possible.

Using the Scan&Play technology, each component (locations, characters, items, etc.) has a unique QR code, which, depending on the scenario selected, will activate and trigger different clues and stories. That means players will be able to get new stories way after the game is released simply by downloading the app's updates, without any shipping of new physical components involved.

The VR experience only requires a mobile phone. Players simply put the VR glasses (optional buy) onto their mobile device, and put the VR glasses on their nose, holding their mobile device in front of their eyes, to immerse themselves in the game's universe and search for clues in a virtual world.

The game comes with 1 tutorial and 5 scenarios, but more can be downloaded directly inside the app!
Each session last around 1h to 1h30 minutes and many scenarios are connected to each others in order to tell a much bigger story.

—description from the publisher

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Year Published: 2018
Designers: David Cicurel
Publishers: Lucky Duck Games
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Year Published: 2018
Designers: Przemysław Rymer
Publishers: Portal Games
Year Published: 2018
Designers: Wolfgang Warsch
Publishers: Nürnberger-Spielkarten-Verlag
Year Published: 2018
Designers: Catherine Stippell
Publishers: Pandasaurus Games
Year Published: 2018
Designers: Richard Garfield
Publishers: Fantasy Flight Games
2017
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It's the early 20th century. You have decided to sail back to the newly discovered seventh continent to attempt to lift the terrible curse that has struck you since your return from the previous expedition.

In The 7th Continent, a solo or cooperative "choose-your-own-adventure" exploration board game, you choose a character and begin your adventure on your own or with a team of other explorers. Inspired by the Fighting Fantasy book series, you will discover the extent of this wild new land through a variety of terrain and event cards. In a land fraught with danger and wonders, you have to use every ounce of wit and cunning to survive, crafting tools, weapons, and shelter to ensure your survival.

Unlike most board games, it will take you many, MANY hours of exploring and searching the seventh continent until you eventually discover how to remove the curse(s)...or die trying.

The 7th Continent features an easy saving system so that you can stop playing at any time and resume your adventure later on, just like in a video game!

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Year Published: 2017
Designers: Ludovic Roudy
Publishers: Serious Poulp
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Year Published: 2017
Designers: Isaac Childres
Publishers: Cephalofair Games
Year Published: 2017
Designers: Ludovic Roudy
Publishers: Serious Poulp
Year Published: 2017
Designers: Jacob Jaskov
Publishers: Hush Hush Projects
Year Published: 2017
Designers: Jamey Stegmaier
Publishers: Stonemaier Games
Year Published: 2017
Publishers: Hasbro
2016
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At the bottom of the ocean, no one will hear you scream!

In Captain Sonar, you and your teammates control a state-of-the-art submarine and are trying to locate an enemy submarine in order to blow it out of the water before they can do the same to you. Every role is important, and the confrontation is merciless. Be organized and communicate because a captain is nothing without his crew: the Chief Mate, the Radio Operator, and the Engineer.

All the members of a team sit on one side of the table, and they each take a particular role on the submarine, with the division of labor for these roles being dependent on the number of players in the game: One player might be the captain, who is responsible for moving the submarine and announcing some details of this movement; another player is manning the sonar in order to listen to the opposing captain's orders and try to decipher where that sub might be in the water; a third player might be working in the munitions room to prepare torpedoes, mines and other devices that will allow for combat.

Captain Sonar can be played in two modes: turn-by-turn or simultaneous. In the latter set-up, all the members of a team take their actions simultaneously while trying to track what the opponents are doing, too. When a captain is ready to launch an attack, the action pauses for a moment to see whether a hit has been recorded — then play resumes with the target having snuck away while the attacker paused or with bits of metal now scattered across the ocean floor.

Multiple maps are included with varying levels of difficulty.

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Year Published: 2016
Designers: Roberto Fraga
Publishers: Matagot
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Year Published: 2016
Designers: Patrick Leder
Publishers: Leder Games
Year Published: 2016
Designers: D. Brad Talton, Jr.
Publishers: Level 99 Games
Year Published: 2016
Designers: John D. Clair
Publishers: Alderac Entertainment Group
Year Published: 2016
Designers: Paul Dennen
Publishers: Renegade Game Studios
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: Eric M. Lang
Publishers: Fantasy Flight Games

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Year Published: 2015
Designers: Friedemann Friese
Publishers: 2F-Spiele
Year Published: 2015
Designers: Vlaada Chvátil
Publishers: Czech Games Edition
Year Published: 2015
Designers: Oleksandr Nevskiy
Publishers: Libellud
2014
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Tragedy Looper is a scenario-based deduction game for two to four players: one mastermind and one to three protagonists. The game consists of four location boards and a number of character cards. Each scenario features a number of characters, hidden roles for these characters (serial killer, conspiracy theorist, friend), and some pre-set tragedies (murder, suicide).

Each "day" (turn), players and the mastermind play three face-down cards onto the characters, then reveal them to move the characters around or affect their paranoia or goodwill stats. At the end of each day (turn), if the scenario has a tragedy set for that day, it happens if the conditions are met, i.e., certain characters have certain stats or are in a certain location together (or not together) with others. As tragedies happen, players loop back in time, restarting the scenario from the beginning and trying to deduce who the culprit was and why the tragedy occurred.

The players win if they manage to maintain status quo — that is, if no tragedies occur to the key individuals — for a set number of days, within a set number of loops. If not, the mastermind wins.

Tragedy Looper was originally released in Japan as 惨劇RoopeR in 2011; the first english version of the game was released in 2014.

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Year Published: 2011
Designers: BakaFire
Publishers: BakaFire Party
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Year Published: 2014
Designers: Jonathan Gilmour
Publishers: Plaid Hat Games
Year Published: 2014
Designers: Seth Johnson
Publishers: Harebrained Schemes
Year Published: 2011
Designers: BakaFire
Publishers: BakaFire Party
Year Published: 2014
Designers: Alexandr Ushan
Publishers: Hobby World
Year Published: 2014
Designers: Matúš Kotry
Publishers: Czech Games Edition
2009
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Tobago is an adventure game, in which the players possess different parts of treasure maps. During the game, more and more information about the locations of the treasures are revealed, and the possible locations are narrowed down. When a player identifies the location of one of the treasures, they try to reach it as fast as possible to secure the findings.

The game features a modular game board.

Year Published: 2009
Designers: Bruce Allen
Publishers: Zoch Verlag
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Year Published: 2009
Designers: Colby Dauch
Publishers: Plaid Hat Games
Year Published: 2009
Designers: Tyler Bielman
Publishers: Wells Expeditions
Year Published: 2009
Designers: Eric M. Lang
Publishers: Fantasy Flight Games
Year Published: 2009
Designers: Guillaume Blossier
Publishers: Alderac Entertainment Group
2007
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Most Innovative Game Winner of 2007
"Without teamwork, you will never survive. Without betrayal, you’ll never win."

Cutthroat Caverns is played over 9 rounds, each with a random encounter. Essentially a game of 'kill stealing'. Each round, any monster encountered will have a prestige value of 1 through 6. The player that successfully jockeys for position and lands the killing blow gets the prestige value for the encounter. Some encounters will not have a specific monster, such as a trap room for the heroes to pass through (and in this case, earning no prestige). The surviving player with the most prestige after the 9 encounters is the winner. If the players do not survive all 9 encounters, no one wins the game.

A unique combination of cooperative game play and opportunistic backstabbing.

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Year Published: 2007
Designers: Curt Covert
Publishers: IELLO
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Most Innovative Game Nominee of 2007
Year Published: 2007
Designers: Vlaada Chvátil
Publishers: Czech Games Edition
Year Published: 2007
Designers: William Grosselin
Publishers: Take On You
Year Published: 2007
Designers: Friedemann de Pedro
Publishers: Pilot Games
Year Published: 2007
Designers: Andrea Chiarvesio
Publishers: Stratelibri
Year Published: 2007
Designers: Vlaada Chvátil
Publishers: Czech Games Edition
2008
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Space Alert is a cooperative team survival game. Players become crew members of a small spaceship scanning dangerous sectors of the galaxy. The missions last just 10 real-time minutes (hyperspace jump, sector scan, hyperspace jump back) and the only task the players have is to protect their ship.

During play, the central computer will announce the presence of various threats on one the supplied 10 minute soundtracks that also acts as a game timer. The threats vary from space battleships and interceptors to different interstellar monsters and abominations, asteroids or even intruders and malfunctions on the spaceship. Players have to agree who will take care of which task and coordinate their actions (moving around the ship, firing weapons, distributing energy, using battlebots to deal with intruders, launching guided missiles, etc.) in real time to defend the ship. Only a well-working team can survive 10 minutes and make the jump back to safety.

The game offers several difficulty levels, huge variability and a unique experience for one to five player teams. One mission lasts only about 30 minutes, including setup and evaluation.

(Based on a description from Czech Games Edition)

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Year Published: 2008
Designers: Vlaada Chvátil
Publishers: Czech Games Edition
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Year Published: 2008
Designers: Donald X. Vaccarino
Publishers: Rio Grande Games
Year Published: 2008
Designers: Corey Konieczka
Publishers: Fantasy Flight Games
Year Published: 2008
Designers: Gordon Lamont
Publishers: Fragor Games
Year Published: 2008
Designers: Daniel Clark (I)
Publishers: Fantasy Flight Games
2010
If you were directed here from the Catacombs Third Edition rulebook, then you are in the wrong forum. The game entries were split after the Catacombs Third Edition rulebook was printed. The forum for the new edition can be found at this link: https://boardgamegeek.com/boardgame/195137/catacombs-third-edition

Catacombs is an action/dexterity-based adventure board game. One player controls the Overseer, controlling the monsters of the catacombs; the other player(s) control the four heroes who cooperatively try to defeat the monsters and eventually the Catacomb Lord. Each of the heroes has special abilities that must also be used effectively if they are to prevail.

The main mechanism of Catacombs is for the players to flick wooden discs representing the monsters and the heroes. Contact with an opposing piece inflicts damage, but missiles, spells, and other special abilities can cause other effects. When all of the monsters of a room have been cleared, the heroes can move further into the catacomb. Items and equipment upgrades can be purchased from the Merchant with gold taken from fallen monsters. The Catacomb Lord is the final danger that the heroes must defeat to win the game; conversely, the Overseer wins if all of the heroes are defeated. The game is designed for quick set-up and fast play within 30 to 60 minutes.

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Year Published: 2010
Designers: Ryan Amos
Publishers: Elzra Corp. (Elzra)
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Year Published: 2010
Designers: Carl Chudyk
Publishers: Asmadi Games
Year Published: 2010
Designers: Antoine Bauza
Publishers: Repos Production
Year Published: 2010
Designers: Tim Fowers
Publishers: Fowers Games
Year Published: 2009
Designers: Hisashi Hayashi
Publishers: OKAZU Brand
2011
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Most Innovative Game Winner of 2011
This description is spoiler free, containing nothing outside the initial rulebook for the game. Details on why this is important in the description.

Risk Legacy represents what is if not a new, at least a rare concept to boardgaming: campaigning. At its core, the game, particularly at first, plays much like regular Risk with a few changes. Players control countries or regions on a map of the world, and through simple combat (with players rolling dice to determine who loses units in each battle) they try to eliminate all opponents from the game board or control a certain number of "red stars", otherwise known as victory points (VPs).

What's different is that Risk Legacy' changes over time based on the outcome of each game and the various choices made by players. In each game, players choose one of five factions; each faction has uniquely shaped pieces, and more importantly, different rules. At the start of the first game, each of these factions gains the ability to break one minor rule, such as the ability to move troops at any time during your turn, as opposed to only at the end.

What makes this game unique is that when powers are chosen, players must choose one of their faction's two powers, affix that power's sticker to their faction card, then destroy the card that has the other rule on it – and by destroy, the rules mean what they say: "If a card is DESTROYED, it is removed from the game permanently. Rip it up. Throw it in the trash." This key concept permeates through the game. Some things you do in a game will affect it temporarily, while others will affect it permanently. These changes may include boosting the resources of a country (for recruiting troops in lieu of the older "match three symbols" style of recruiting), adding bonuses or penalties to defending die rolls to countries, or adding permanent continent troop bonuses that may affect all players.

The rule book itself is also designed to change as the game continues, with blocks of blank space on the pages to allow for rules additions or changes. Entire sections of rules will not take effect until later in the game. The game box contains different sealed packages and compartments, each with a written condition for opening. The rule book indicates that these contain the rule additions, additional faction powers, and other things that should not be discussed here for spoiler protection.

The winner of each of the first 15 games receives a "major bonus," such as founding a major city (which only he will be allowed to start on in future games), deleting a permanent modifier from the board, destroying a country card (preventing it from providing any resources towards purchasing troops in future games), changing a continent troop bonus, or naming a continent, which gives that player a troop bonus in future games. Players who did not win but were not eliminated are allowed to make minor changes to the world, such as founding a minor city or adding resources to a country.

It should be noted that although cards are ripped up over the course of the game, there are so many cards added via the sealed packages, that the game does not suffer. Nor is this a "disposable" game, merely a customized one. The game can continue to change beyond the 15 game campaign, and even when it finally does stop changing, you still have a copy of Risk that is completely unique.

Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.

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Year Published: 2011
Designers: Rob Daviau
Publishers: Hasbro
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Most Innovative Game Nominee of 2011
Year Published: 2011
Designers: Brian Engelstein
Publishers: Z-Man Games
Year Published: 2011
Designers: Ian Cooper (I)
Publishers: Z-Man Games
Year Published: 2011
Designers: Mike Elliott
Publishers: WizKids
Year Published: 2011
Designers: Tony Boydell
Publishers: Surprised Stare Games Ltd
Year Published: 2011
Designers: Brian Engelstein
Publishers: Z-Man Games
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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Most Innovative Game Winner of 2012
Year Published: 2012
Designers: Kristian Amundsen Østby
Publishers: Queen Games
Year Published: 2012
Designers: Bryan Pope
Publishers: Arcane Wonders
Year Published: 2012
Designers: Carl Chudyk
Publishers: Asmadi Games
Year Published: 2012
Designers: Simone Luciani
Publishers: Czech Games Edition
Year Published: 2012
Designers: Kristian Amundsen Østby
Publishers: Queen Games
2013
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Most Innovative Game Winner of 2013
In Terror in Meeple City (formerly known as Rampage), you arrive in Meeple City as a gigantic, famished, scaly-skinned monster! Your goal: Dig your claws and dirty paws into the asphalt, destroy buildings, and devour innocent meeples – in short: sow terror while having fun. The monster who has caused the most damage after the carnage finally ends wins the game.

The buildings in Meeple City are comprised of floor tiles and meeples, with the meeples serving as pillars that support the floors. Four wooden vehicles are on the ground in the eight neighborhoods in the city. Each monster, which consists of a wooden paws disc and a wooden body, starts in one corner of the game board. On a turn you take two actions from four possibilities, repeating an action if desired:


Move: Pick up your monster body, flick the paws disc, then place the body back on the disc.
Demolish: If your paws are on the sidewalk surrounding a building, you can pick up your monster body, drop it onto a building, then collect any floors that have no meeples on them.
Toss a vehicle: If you're in a neighborhood with a vehicle, you can pick up the vehicle, place it on your body, then flick the vehicle at a building or another monster.
Breathe: Even while away from sidewalks with no vehicles, you can cause destruction by placing your chin on your monster's body and blowing across the board.


Monsters tend to be messy when obtaining meals, but if you knock meeples off the city board, you might be punished for letting food go to waste, costing you a tooth or letting other players take an additional action. After your two actions, you can eat unprotected meeples on the ground in your neighborhood, but you can eat only as many as the number of teeth you have. If you knock another monster to the ground, you break off one of its teeth, thereby keeping it from stealing your food! Meeples come in six colors, with the colors representing different types of inhabitants: blue (journalists), green (military), yellow (blondes), grey (old people), red (heroes), and black (businessmen). For each set of six you collect in your stomach, you score 10 points at game's end. You score points for collecting floors and teeth, too, and you can also score for achieving the goal on your character card.

In addition to the character card, each player has a power card and a superpower card unique to his monster, with the former lasting the entire game and the latter being a one-shot effect that's revealed only upon use.

Terror in Meeple City includes rules for monsters that evolve over the course of the game, that lose points for meeples not in sets, and that want to combine two game boards to allow for play with up to eight players.

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Year Published: 2013
Designers: Antoine Bauza
Publishers: Repos Production
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Most Innovative Game Nominee of 2013
Year Published: 2012
Designers: Brian Mayer
Publishers: Academy Games, Inc.
Year Published: 2012
Designers: Jacques Bariot
Publishers: Matagot
Year Published: 2013
Designers: Mike Selinker
Publishers: Paizo Publishing
Year Published: 2013
Designers: Scott Nicholson
Publishers: Stronghold Games