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2009
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Each player gets a cup with five poker dice and eight dollars. Each turn, a player will put together a poker hand and depending on the roll, take control of various key places in Dice Town that will allow him to perform the corresponding action of the location.

In a turn, all players shake their cup and take out all but one die, which is kept apart from the others. They repeat the process with the remaining dice until all five dice are on the table. Players may want to keep more than one die; they pay one dollar for each additional die.

Now the locations are checked...

Nines: In the gold mine, the player with the most 9's may take one nugget from the mine for each nine he has thrown.

Tens: In the bank, the player with the most 10's may rob the bank and take all bills there - each two bills represent one victory point at game end.

Jacks: The player who has the most J's goes to the general store and draws as many cards as he had thrown J's, keeping one. These cards may give from one to eight points, or entitle a player to perform the saloon or general store action twice in a row, place a die with a result of a player's choice under the cup without rolling, or steal 4 dollars from another player. There are many more cards of this kind that spice up the game.

Queens: The player with the most Q's in his roll wins the favor of the girls, and takes advantage of their charm to steal from an opponent. He may take as many cards from his opponent as he has thrown Q's, keeping one and giving back the others.

Kings: The player with the most K's becomes the new sheriff; he decides who wins in any ties, but the sheriff can be influenced with nuggets, cards, or money.

Aces/Poker hand: In the town hall, the player with the best poker hand gets a property claim worth from one to five victory points. Having aces in the best poker hand permits taking additional cards.

Finally, if a player did not win anything during a turn, he might visit Doc Badluck where he can choose any one of the following:
- equip oneself with barbed wire - the player has two property claims that cannot be stolen;
- draw the first card from the general store pile;
- all other players must give the player two dollars;
- an ace will bring a nugget from every other player.

The game ends when there are no more gold nuggets in the mine or when all property claims have been issued. Players count their points: 1 for each nugget, 1 for every two dollars, 5 for whomever is currently sheriff, and each general store and property card for its value.

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Year Published: 2009
Designers: Bruno Cathala
Publishers: Matagot
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Year Published: 2009
Designers: Chris Handy (I)
Publishers: Z-Man Games
Year Published: 2009
Designers: Jack Degnan
Publishers: Out of the Box Publishing
Year Published: 2009
Designers: Andrew Looney
Publishers: Looney Labs
Year Published: 2009
Designers: Walter Obert
Publishers: Heidelberger Spieleverlag
2009
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Note: This entry in the BGG database is used to consolidate questions and discussion regarding the Summoner Wars series; it does not correspond to a particular box or deck of the Summoner Wars game. For the base Starter Set releases, refer to BGG entries for Summoner Wars: Phoenix Elves vs Tundra Orcs and Summoner Wars: Guild Dwarves vs Cave Goblins.

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

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

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

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

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

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Year Published: 2009
Designers: Colby Dauch
Publishers: Plaid Hat Games
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Year Published: 2009
Designers: Alex Rockwell
Publishers: Tasty Minstrel Games
Year Published: 2009
Designers: Uwe Eickert
Publishers: Academy Games, Inc.
Year Published: 2009
Designers: Tyler Bielman
Publishers: Wells Expeditions
Year Published: 2009
Designers: Justin De Witt
Publishers: Fireside Games
2009
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From the depths of space an ancient vessel drifts slowly towards the Imperium of Mankind - a space hulk. Within its confines, untold thousands of Genestealers slowly emerge from hibernation. The Space Marines must enter the cramped corridors and tomb-like chambers of the ancient ship to defeat this alien menace.

Space Hulk is a board game for two players, recreating the battles fought between the Space Marines and Genestealers. One player commands the Space Marines as they carry out deadly missions in the ancient Space Hulk, and the other commands the horde of Genestealers opposing them. Space Hulk's fast-paced rules simulate the tense atmosphere of a mission deep inside the cramped confines of a derelict space hulk, where split-second decisions are needed for victory.

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Year Published: 2009
Designers: Richard Halliwell
Publishers: Games Workshop Ltd.
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Year Published: 2009
Designers: Corey Konieczka
Publishers: Fantasy Flight Games
Year Published: 2009
Designers: Bruce Allen
Publishers: Zoch Verlag
Year Published: 2009
Designers: Eric M. Lang
Publishers: Fantasy Flight Games
Year Published: 2009
Designers: Guillaume Blossier
Publishers: Alderac Entertainment Group
2009
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Best Game Reprint of 2009
From Z-Man Games Webpage:

In Tales of the Arabian Nights, you are the hero or heroine in a story of adventure and wonder just like those told by Scheherazade to her spellbound sultan! You will travel the land seeking your own destiny and fortune. You will learn stories and gain wisdom to share with others. Will you be the first to fulfill your destiny? The next Tale is yours to tell! There is, of course, a winner in Tales of the Arabian Nights, but the point of the game is less to see who wins and more to enjoy the unfolding and telling of a great story!

In this new edition of the groundbreaking storytelling game, you enter the lands of the Arabian Nights alongside Sindbad, Ali Baba, and the other legendary heroes of the tales. Travel the world encountering imprisoned princesses, powerful 'efreets, evil viziers, and such marvels as the Magnetic Mountain and the fabled Elephant's Graveyard.

Choose your actions carefully and the skills you possess will reward you: become beloved, wealthy, mighty - even become sultan of a great land. Choose foolishly, however, and become a beggar, or be cursed with a beast's form or become insane from terror! YOU will bring to life the stories of the inestimable Book of Tales in this vastly replayable board game with over 2002 tales that will challenge, amuse, astound and spellbind you for years to come.

Re-implements:

Tales of the Arabian Nights


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Year Published: 2009
Designers: Anthony J. Gallela
Publishers: Z-Man Games
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Best Game Reprint of 2009
Year Published: 2005
Designers: Ananda Gupta
Publishers: GMT Games
Year Published: 2005
Designers: Glenn Drover
Publishers: Eagle-Gryphon Games
Year Published: 2009
Designers: Christophe Boelinger
Publishers: Asmodee
Year Published: 2009
Designers: Richard Halliwell
Publishers: Games Workshop Ltd.
2009
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Best New Designer of 2009
Note: This entry in the BGG database is used to consolidate questions and discussion regarding the Summoner Wars series; it does not correspond to a particular box or deck of the Summoner Wars game. For the base Starter Set releases, refer to BGG entries for Summoner Wars: Phoenix Elves vs Tundra Orcs and Summoner Wars: Guild Dwarves vs Cave Goblins.

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

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

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

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

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

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Year Published: 2009
Designers: Colby Dauch
Publishers: Plaid Hat Games
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Year Published: 2009
Designers: Carl de Visser
Publishers: Z-Man Games
Year Published: 2009
Designers: Wolfgang Sentker
Publishers: Hans im Glück
Year Published: 2009
Designers: Bruce Allen
Publishers: Zoch Verlag
Year Published: 2009
Designers: Justin De Witt
Publishers: Fireside Games
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: Bruce Allen
Publishers: Zoch Verlag
Year Published: 2009
Designers: Justin De Witt
Publishers: Fireside Games
Year Published: 2009
Designers: Guillaume Blossier
Publishers: Alderac Entertainment Group
Year Published: 2008
Designers: Matt Leacock
Publishers: Eagle-Gryphon Games
2009
Image
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
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