Spiel des Tom? Deutscher Spiele Tom? The best I could come up with was "Games of the Years" but I suppose it's the most descriptive and clear of the bunch. With the relatively recent announcement of the International Gamers Award (Through the Ages and Mr. Jack), Deutscher Spiele Preis (Pillars of the Earth), and Games Magazine Game of the Year (Pillars of the Earth), I decided it was high time for me to go through the arduous task of picking my favorite game from every year... stretching all the way back 131 years to good ol' 1876. You'll be surprised to know that somehow I wasn't able to come up with a Best in Show for every year, so I ended skipping a couple years. Thus, I present you with 18 Games of the Years. Please note that the the years are based on the years in BGG database, so for example, El Grande and Settlers both fall under 1995, despite the former winning the SDJ in 1996, and Age of Steam falls under 2002 despite winning the 2003 IGA.
You'll notice that these 18 games differ a fair bit from my Top 20. In fact, 8 of the Top 20 games were bumped because they were released in competitive years. The Top 20 games that failed to make the cut by a quirk of fate due to their release date include: Goa, Caylus, Carcassonne, Louis XIV, Reef Encounter, Settlers of Catan, Princes of Florence, and Wallenstein.
Unsurprisingly, the winning designer is Reiner Knizia with 3 Games of the Years (in contrast to his zero SDJ's of course), and Wolfgang Kramer comes in second place netting himself 2 Games of the Years (with my two favorite games - El Grande and Java). Interestingly, Rudiger Dorn failed to capture a single Game of the Year, but nonetheless had an impressive showing with 4 second-place finishes with Arkadia, Louis XIV, Goa, and Traders of Genoa. An impressive crop of games that got barely edged out in 4 different years.
The rest of the designers all show up once (in alphabetical order): Ralf Burkert, Allan Calhamer, Stefan Dorra, Bill Eberle, Stefan Feld, Richard Garfield, Mac Gerdts, Claudia Hely, Michael Kiesling, Jack Kittredge, Alan Moon, Peter Olotka, Roman Pelek, Sid Sackson, Karl-Heinz Schmiel, Richard Ulrich, and Martin Wallace.
To see how my picks compare to the SDJ, DSP, IGA, Mensa, and Games Magazine award-winners check out this chart.
So what do you think? Where did I go right? Where did I go wrong? What are you surprised to see? What did I overlook?
20041) In the Shadow of the Emperor
Other Awards: SDJ (Ticket to Ride), DSP (Saint Petersburg), IGA (Saint Petersburg), Mensa (Rumis, YINSH, 10 Days in the USA), Games Magazine (New England). |
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Another supremely overlooked game is Ralf Burkert's In the Shadow of the Emperor. Maybe because he only designed a few games, maybe because the box looks a bit plain, I don't know why, but I do know it's a shame. It is ranked 166 so it's not exactly completely forgotten, it's just that it's definitely a Top 20 game in my opinion, so being nowhere near the BGG Top 100 seems a bit crazy to me. In the Shadow of the Emperor complements Kreta perfectly as the other outstanding four-player area control game, but the four-player area control game for when you have 120 minutes, rather than 60 minutes which is when you play Kreta instead. In the Shadow of the Emperor innovates wonderfully on the genre in two ways that make the board much less static and more dynamic than most area control games. First, the game "ages" your pieces by having your units age from 15 to 25 to 35 to 45 to dead and removed from the board. Second, the game creates an incentive to take control of new regions and not just sit on regions that you already control by only giving out points for capturing a new region, not for maintaining control of a region. These two innovations make this one of the top tier of area control games and top tier of all games in my mind. Combine these mechanics with gameplay that involves countless difficult and meaningful decisions where you constantly want to do three times as many things as you have time and money to do, and you've got an incredible game that runs away with Game of the Year in a very competitive year. 2004 also marks Rudiger Dorn's third second-place finish in a row with Goa. I have thoroughly enjoyed my 11 plays of Goa, and should note that it is one of the best games at scaling from 2 to 4 players available. Most games are either better with 2 or with 4 players, but Goa is just different with 2 players and with 4 players, and outstanding across the spectrum. Just like Knizia's Ra, the auctions in Goa are still surprisingly interesting and engaging even with only two-players. I know that some think the Nutmeg Exploration Card track is overpowered in this game, but it's an auction game, so just bid up the Nutmeg and it's all balanced. I've won and seen opponents win with many different strategies in this game. The other noteworthy thing about Goa is that it is one of those rare eurogames that involve not only short-term tactics but also long-term strategy, and this is one thing I always appreciate in games that manage to capture it (like the favor track in Caylus or long-term route planning in Age of Steam). Antiquity is yet another great game from 2004. It's my favorite Splotter game and one that I've already written volumes about in my article on "Surviving in 11th Century Italy." Richard Breese's Reef Encounter most definitely deserves an honorable mention for 2004, rounding out the Top 4 for the year, even if I'm still waiting for Z-Man to release the Reef Encounters of the Second Kind expansion, long after it's original release. I've played the expansion twice, and the base game 42 times, and really enjoy it either way actually. This cross between a stock market game and a tile-laying wargame is a definite winner in my book, and excels with three-players in my experience. Finally, Hansa just misses the cut as a superb two-player tactical puzzle-esque game, just don't play it with four people where it becomes far too chaotic and loses the beautiful zero-sum feeling that is ever-present in the two-player version. |
19911) Extrablatt Other Awards: DSP (Master Labyrinth), SDJ (Drunter & Drüber). |
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This is the beginning of the six games from 1991, 1986, 1980, 1979, 1959, and 1876 that won Game of the Year despite the lack of competition (not necessarily due to the lack of great games from those years, but rather due to the fact that I hadn't played any other games from those years). Despite the fact that these 6 games won uncontested Games of the Years, I felt that they still deserved a mention here because of how good they all are. Starting off with the first of the 6 uncontested Games of the Years, Karl-Heinz Schmiel wins his first of two Games of the Years with Extrablatt. This is a often overlooked game that is a hidden gem. The theme of being a newspaper editor is an odd one and certainly stands out from the traditional eurogame themes of Egypt, the Renaissance, and the Far East, among others. However, the theme fits perfectly with the mechanics of the game, as it's truly a game of newspaper layout. There's definitely an interesting spatial element as you try to best position the headlines and corresponding stories in your newspaper, including your valuable front page above-the-fold section. There's definitely some vicious parts of this game as your place advertisements in your opponents' newspapers that waste space and compete to run the largest stories in various headlines and various newspaper sections, such as sports or weather. It's simply a blast to play and stands out as unlike any other board game you likely own or have played. |
19791) Dune Other Awards: SDJ (Hare & Tortoise). |
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Being a big fan of both the Dune universe and the game Diplomacy going in to trying this one out made me pretty confident that I would enjoy it greatly, and I was not disappointed. For anyone who enjoys games of negotiation and making alliances this is sure to please. For anyone who has read and enjoyed Frank Herbert's Dune novels, this is very likely to please. Put those together and you've got a sure fire winner. I'm very thankful to the fellow BGGer who traded this to me. What I love most about Dune are the variable player powers. The basic rules themselves are incredibly simple, but the powers for the 6 different factions are really what make the game interesting. The different powers are far more diverse than most games with variable player powers. For example, Twilight Imperium pales in comparison because the variable player powers in that game are simply minor adjustments compared to Dune, where the different powers make each faction play completely differently. The only downside to this is that, just like with Die Macher, once you finally arrange 6 players with enough time for a game of Dune, and you get through an entire game, it doesn't even come close to quenching your desire to play because you simply want to play again right away so you can try out another faction and see how that faction plays. My 4 plays of Dune have not been nearly enough to explore its depths, as the interactions between the factions are very complex and intricate, and seeing how they work together is extremely interesting. Most of these plays are described in this session report in case you are curious. The biggest problem with Dune is the unpredictable length of the game. Just like with Twilight Struggle, a game must end by the end of a set number of turns, which is 15 in Dune, but can end much earlier under certain circumstances. This means that a game can range from just a couple hours to many, many hours, which makes setting up a game difficult since you need to allot for enough time for a full game, but also makes it frustrating if it ends after only a couple turns, which I've seen happen (although such a quick ending would probably be less likely with more experienced players). I suppose I should also complain about the components here, which are pretty terrible, but I'm just happy to have a copy of the game, so I shouldn't complain too much. I guess I could also mention the problematic rules, given the 19 rules questions I posted here: http://www.boardgamegeek.com/thread/148676 But despite all those problems, I still love the game, which says something about how much fun it is. I love how the negotiations are very freeform, but the opportunity to make and break alliances is limited by when a Shai-Hulud card appears. I love the secret traitor leaders, which add a lot of tension to the game as you always have to worry about one of your leaders being a traitor. And of course I absolutely love the variable player powers and how they interact. |
18761) Crokinole |
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I have BGG to thank for my love of Crokinole. I can't imagine risking $160 on a game that I'd never seen or played before if it weren't for the countless Geeks who came back from BGG.CON 2006 raving about Crokinole in their GeekLists. Now I can say for sure that despite Crokinole being the most expensive game in my collection, it is probably the best value as well. I received a Crokinole board made by the Hilinski brothers (http://www.crokinoleworld.com/) on December 25, 2006, and by the end of 2006 it had become my second-most played game of the year with 35 plays in 6 days, just behind my 41 plays of Pingvinas. Crokinole now stands proudly on top of my games played list with 115 plays in the 11 months that I have owned my board. I have the Cimarron board pictured to the right, which I absolutely love. It's American cherry stain on birch, with a black cherry stained ditch, and a chrome center. I'm actually a fan of all the Hilinski boards, as you can see from this tribute, and encourage you to go their website to look through their slideshow of the boards they've made (http://www.crokinoleworld.com/), which really are works of art and double nicely hanging on the wall as not only a game but also a great decoration. It's very hard to explain how great Crokinole is to someone who hasn't played before, which is probably why I was so hesitant to get the game based solely on people's accounts of it on this website. I'm so glad I took the plunge though and encourage anyone else who is still on the fence to dive right in. I have introduced Crokinole to countless people and they have all loved it, with many of them immediately inquiring about where to get a board for themselves. The real beauty of Crokinole is that it doubles as a game that anyone can pick up and play quickly and without investing much in the game, but also as a game that two people can play repeatedly and competitively, honing their skills and practicing and improving over time. I am literally so happy I got a Crokinole board and don't know what I'd do without it. If I could only have 10 games, there is absolutely no question that Crokinole would be one of them. |
(See this GeekList for this article plus additional comments on it)