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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 Family Game of 2007
In Zooloretto, each player uses small, large, wild, and exotic animals and their young to try to attract as many visitors as possible to their zoo – but be careful! The zoo must be carefully planned as before you know it, you might have too many animals and no more room for them. That brings minus points! Luckily, your zoo can expand. A zoo of a family game in which less is sometimes more...

Can be combined with


Aquaretto
Zooloretto Mini


Year Published: 2007
Designers: Michael Schacht
Publishers: ABACUSSPIELE
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Best Family Game Nominee of 2007
Year Published: 2007
Designers: Andrea Chiarvesio
Publishers: Stratelibri
Year Published: 2007
Designers: Peter Prinz
Publishers: Queen Games
Year Published: 2007
Designers: Friedemann Friese
Publishers: 2F-Spiele
Year Published: 2007
Designers: Jens-Peter Schliemann
Publishers: 999 Games
2007
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Best Game Artwork of 2007
Publisher blurb

Including a total of 180 plastic figures and dozens of unit types, Starcraft: The Board Game features an innovative modular board of varying sizes, which guarantees a new experience each and every game. An exciting card driven combat system allows players to modify and upgrade their faction with a wealth of powerful technologies. Players can unleash a Zergling rush, use powerful Protoss shields to halt an enemy invasion, or even send cloaked Ghosts out to guide nuclear missiles to their target.

Description

In StarCraft: The Board Game, players battle for galactic domination on a dynamic board of interconnected planets. Planetary setup is already part of the game - every player gets two planets to place, and will place their starting base on one of them. Planets are connected with direct and "Z-Axis" connections that are placed during setup, but can sometimes later be modified during the game, and movement is only possible within planets and through those connections (by means of purpose-built transports).

Each player controls a faction out of six, that belongs to one race out of three - Humans, Zerg, and Protoss. Each faction has a unique special victory condition, but all factions can also win through victory points that are gained by controlling special areas on some of the planets. Players build units and base upgrades with the resources they gather from the planetary areas that they control, and gain access to additional unit types through those upgrades.

Each turn is subdivided into first a planning phase, then an execution phase, and finally a regrouping phase (used for cleanup). In the planning phase, players take turns playing a number of order tokens into stacks on each planet, with orders placed later obstructing the ones that were placed before them. This allows players to set up combos of their own, but also to obstruct plans of other players. In the execution phase then, players take turns again, and when a player's turn comes up he can choose one of his order tokens on top of any stack and execute that one - if all of their orders are obstructed, they skip their action and draw an event card instead. The execution phase isn't over until all players executed all of their orders. Possible orders are Build (used for building both units and buildings), Mobilize (used for moving units and attacking enemies) and Research (see below), and orders can always be Standard Orders or Special Orders, with the special orders having prerequisites but stronger effects.

Players can also research new technologies and thus improve their combat deck in a precursor to more recent deck building mechanisms. Each player is given a combat deck unique for their race at the start of the game, and when they research new technologies then matching cards are added to that deck. This allows the players to customize what cards they will draw; when the last card of the deck is drawn, the deck is reshuffled. Most cards remain in the combat deck once researched, though some researched technologies add effects that are always in play, while some particularly strong combat cards are discarded after one use.

"Reimplements"

StarCraft (video game)


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Year Published: 2007
Designers: Corey Konieczka
Publishers: Fantasy Flight Games
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Best Game of 2007
Year Published: 2007
Designers: Jens-Peter Schliemann
Publishers: 999 Games
Year Published: 2007
Designers: Friedemann de Pedro
Publishers: Pilot Games
Year Published: 2007
Designers: Wolfgang Kramer
Publishers: Days of Wonder
Year Published: 2007
Designers: Thomas Lehmann
Publishers: Rio Grande Games
Year Published: 2007
Designers: Jens-Peter Schliemann
Publishers: 999 Games
2007
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Best Game Expansion Winner of 2007
This expansion for Memoir '44 includes eight painted airplanes and the air rules needed to fly them from the Battle of Britain to the Battle of Midway, from the frigid air of Kursk to the balmy skies of Malta, and deep into Nazi territory.

Also included in the pack is a complete compilation of all 64 official Memoir '44 scenarios published to date, including revisions to many of them - taking advantage of the numerous expansions now available for the game system.

The Air Pack is further rounded off with a complete 120 card deck describing every single terrain, special rules, troop type and nation introduced since the game's launch at the 60-year anniversary of D-Day.

Part of the Memoir '44 series.

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Year Published: 2007
Designers: Richard Borg
Publishers: Days of Wonder
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Best Game Expansion Nominee of 2007
Year Published: 2007
Designers: Richard Borg
Publishers: Days of Wonder
Year Published: 2006
Designers: Corey Konieczka
Publishers: Fantasy Flight Games
Year Published: 2007
Designers: Alan R. Moon
Publishers: Days of Wonder
Year Published: 2007
Designers: Ludovic Maublanc
Publishers: Repos Production
Year Published: 2007
Designers: Richard Borg
Publishers: Days of Wonder
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
2007
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Best Game Reprint of 2007
Thebes is a game of competitive archeology. Players are archaeologists who must travel around Europe, northern Africa, and the Middle East to acquire knowledge about five ancient civilizations -- the Greeks, the Cretans, the Egyptians, the Palestinians, and the Mesopotamians -- and then must use this knowledge to excavate historical sites in the areas of these civilizations. Through the course of the game, expositions are revealed, and an archaeologist who has treasures from the requisite civilizations may claim the prize (this is a change from the first edition's handling of exhibitions). The archaeologist who learns the most about the civilizations, claims the greatest-valued artifacts, and collects the most exhibitions will win out over his or her colleagues.

The key element to the game is that it is played out over a period of two (or three) years, and each action a player performs takes a certain amount of time -- traveling is a week between cities, gathering knowledge takes time for the level of the knowledge, and actually digging at a cultural site takes time to yield a certain number of artifact tiles. The game uses a novel mechanism to keep track of this. There is a track of 52 spaces around the outside of the board. Each time a player moves and takes an action, he or she moves their player token forward in time. Players take turns based on being the one who is furthest back in "time". So, a player can go to an excavation site and spend 10 weeks digging for artifacts, but that will also mean that the other players will likely be taking several actions in the interim while that player waits for the "time" to catch up.

In addition, the artifact tiles for each civilization are drawn from a bag that also contains dirt. When a player excavates a site, that player pulls tiles from the bag, but some may only be worthless dirt instead of valuable treasure. That dirt is then returned to the bag, making the first draw more likely to provide useful tiles.

This is the new entry for the Queen printing of Jenseits von Theben. As the new game changes several mechanisms of the original, and is available in a much wider release, the two games should be regarded as separate entities.

Re-implements:

Jenseits von Theben


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Year Published: 2007
Designers: Peter Prinz
Publishers: Queen Games
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Best Game Reprint Nominee of 2007
Year Published: 2004
Designers: Steve Kendall
Publishers: Ragnar Brothers
Year Published: 1996
Designers: Mark Simonitch
Publishers: Valley Games, Inc.
Year Published: 2000
Designers: Wolfgang Kramer
Publishers: alea
Year Published: 2005
Designers: William Attia
Publishers: Ystari Games
Year Published: 2004
Designers: Steve Kendall
Publishers: Ragnar Brothers
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
2007
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Best Small Publisher 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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Best Small Publisher Nominee of 2007
Year Published: 2007
Designers: Friedemann de Pedro
Publishers: Pilot Games
Year Published: 2006
Designers: Michał Oracz
Publishers: Portal Games
Year Published: 2007
Designers: Andrea Chiarvesio
Publishers: Stratelibri
Year Published: 2007
Designers: Jason C. Hill
Publishers: Flying Frog Productions
Year Published: 2007
Designers: Friedemann de Pedro
Publishers: Pilot Games
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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Formula D is a high stakes Formula One type racing game where the players race simulated cars with the hope of crossing the finish line first. This is a re-release of Formula Dé with several changes from the original format. Whilst old tracks can be used with the updated Formula D rules, the new game features boards that have an F1 track and a Street Track on the other side. These street tracks each have a novel inclusion or two to add greater theme -

The game mechanisms are a simple race, get to the finish line first! However, players have to use a significant amount of planning, and rely on quite a bit of luck. Each player manages when to shift gears, with each gear providing a different speed. (For example, 4th gear is a die that rolls random numbers from 7 to 12 for spaces moved.) Each turn, players may move up one gear, stay in that gear, or move down gears. This forces players to match possible rolls with the optimum distance for that turn, and hopefully plan ahead. However, speed is not the only issue! Corners have a "stop" rule that requires players to stop once, twice, or three times on that corner in consecutive turns or face a penalty. This creates an effective speed limit to the corners.
Of course, things do not always go as planned! Players take penalties if they miss their roll, bump into another car, are blocked by other cars, have to brake heavily, or have to downshift several gears. These are taken off of a car’s attributes (Tire health, Brake wear, Transmission Gears, Body, engine, and Suspension). Losing the maximum in any of these categories will result in elimination, or a severe setback for that car. This requires that players manage their car’s health, plan for their best path, and have good luck on their rolls. This high amount of luck gives the game its family appeal, and lets weaker players have a chance at winning once in a while.

However, the fun does not end with a single race! The rules include the ability to customize your cars, use a pre-generated character, add Slipstreaming (Drafting) rules and road debris, and change tire types to modify your distance rolls. There are also variations for a single lap race, or multiple laps with pit stops to repair some of your damage points. In addition, numerous expansion tracks can be purchased to vary the demands on each driver and car. Each track may also have weather effects (rain) that change car handling and die rolls due to skidding on wet track. This opens up the game for rally rules giving championship points over a number of races.

Formula D adds a few items that are not in the original Formula De: There is the added excitement of illegal racing in the streets of big cities - anything goes! This adds custom cars, nitro acceleration, drifting in the curves, dirty tricks, gun battles, and trash on the road to add more variation. A basic change is the use of a "Dashboard" with movable pegs to manage your car’s attributes instead of the paper forms from Formula De. There are also two sets of pre-painted cars; a Formula 1 set and the Street Race set of stock cars. The street cars come with "Character" profiles to give a bit of role-playing to the game. Finally, the old category of "Fuel" for the car has been renamed Transmission Wear to give a better thematic fit to the effect of multiple downshifting.

The popularity of this game has given it a lot of expansions, some simplifications to the rules (See Formula Dé Mini), and a lot of "after market" parts. There are also fan expansions and tracks for the very dedicated player. In many ways, this has become a multiple game system.

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Year Published: 2008
Designers: Laurent Lavaur
Publishers: Asmodee
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Year Published: 2008
Designers: Matt Leacock
Publishers: Z-Man Games
Year Published: 2008
Designers: Dominic Crapuchettes
Publishers: North Star Games
Year Published: 2008
Designers: Bernd Brunnhofer
Publishers: Hans im Glück
Year Published: 2008
Designers: Craig Van Ness
Publishers: Hasbro
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