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Friday, 28 January 2011

Carcassonne: Cult and Siege

Look at that, less than a month into the new schedule and already I’m two days behind!

But enough chatter, lets get down to business. This week I’m going to be talking about a tiny little 10 tile expansion for Carcassonne, the Cult and the Siege.

The Cult

Druid Groves, Celtic Stone Circles and Enormous Wicker Men are appearing all across the French countryside and quite frankly the devout Carcassonian Monks have had enough. Of course the Heretics aren’t about to take it lying down and so war has erupted, shattering the relative peace of renaissance France. 


So what do you need to fight this religious revolution?

  • Basic Carcassonne
  • 6 “Cult Place” Tiles

Playing the Game

The Cult plays exactly like standard Carcassonne with Cult Places acting exactly like Cloisters, except when placed adjacent to an existing Cloister.

If a Cult Place is placed adjacent (diagonally or orthogonally) to an occupied Cloister then the Heretic and the Monk are placed on their sides to show that they are now locked in mortal combat. pic379240-1_thumbThe first player to complete their feature scores 9 points, then both the Monk and the Heretic are returned to their respective players.

The same happens if a Cloister is placed next to an occupied Cult Place.

A Cult Place or a Cloister cannot be at war with more than one Cult Place/Cloister, so those features cannot be placed if it would add a second occupied Cult/Cloister to the current war.


The Cult is a little complicated considering what it adds. As a general rule players will place a Cloister in the area which will need the fewest tiles to complete, usually a large grassy area. The Cult places will also fit well into these areas and so this means that a war is a natural occurrence. However, once a war begins it means that you can no longer place certain tiles in areas that may be advantageous.

In most games I’ve played players would rather avoid a war (possibly taking a less advantageous position) than deal with the complication of where Cloisters and Cult Places can be positioned. Admittedly, with more play this could be easily ironed out and become second nature, but it’s certainly not beginner friendly.

What it does do well is add a little conflict to the game, less so than the Dragon or the Tower, but more than the base game. It’s not likely to cause arguments but it may add some additional player interaction for those that want it. Also it adds some more strategy when it comes to farmers. The Cult Place tiles are very similar to the Cloisters, meaning that you have more chances to stop Roads that are attempting to cut you out of the high scoring fields.


Carcassonne is under attack, the cities are besieged, the walls are crumbling and the buildings are ablaze. All across the land catapults fling great rocks and flaming balls of pitch, but luckily the defenders have built escape tunnels, of course, only a coward would flee a burning city.. oh wait… I forgot, they’re French!

Of course, even in times of war there are those that profit and in these dark times it is the Farmers of Carcassonne that reap the benefit, jumping up from lying on their backs in fields these greedy little Meeples are more than willing to supply the enemy with food and ale… at double the price of course!


What do you need for this scenario?

  • Basic Carcassonne
  • 4 Siege Tiles

Playing the Game

The Siege is simple. There are four Siege Tiles each shows a city and some siege equipment. When placed in a city that city will only score 1 point per tile and 1 point per pennant when complete. The siege ONLY effects the city containing the tile it is pic379240_thumbprinted on, it has no effect on any other city.

A Knight in a besieged city can Escape (be returned to the players supply) from the City if there is an adjacent Cloister.

Finally, at the end of the game completed Besieged Cities score double points for Farmers after the effects of Pigs and Pig Farms are taken into account. i.e. 6 points or 8 points with a pig or 10 points with a pig and pig farm.


I like the Siege. It’s simple and easy to explain. It adds a little “Take That” style to the base game without being as mean spirited as the Princess or the Dragon.

The art on the tiles is very nice too. It may add a little too heavily to the farmer scoring, especially when combined with Pigs, Pig Farms (River II) and the Cult which enables bigger farms to be created more easily.

Thematically I like the idea of Knights being able to escape to nearby cloisters, although in game it makes little sense to do so unless you are in a city that is impossible to complete as scoring some points is better than no points.


Finally this expansion contains two blank tiles to allow you to add your own custom ideas to the game. In principle this is a nice addition but in practice it doesn’t work so well. For example most people can’t create convincing artwork that would match with their existing tiles. You could print designs out and stick them on but they could become scuffed or be easy to tell apart in the bag.

So, the best way to use the tiles is to leave the them blank and assign special rules to them. this way they could be any number of different tiles, rather than just the type you had drawn on them. For example they could act exactly like an Abbey or a Cathedral. As long as each player is aware of their effect on the game you can do whatever you like.


That’s it for this week, don’t forget to vote in our poll and let me know how many people you play your games with. Check back in Tuesday for the results and analysis.

Saturday, 22 January 2011

Competition Time

Ok, as promised, here is your chance to win a great prize, the prepainted set of Adventurers from AEG’s The Adventurers.

Some pics of the set can be seen over at Simply Board, along with a review of the minis!

So, how do you get your hands on these? Simple really. To prove that you really want them here’s what you need to do:

  1. Take a Photo of yourself playing any AEG game in any interesting location. i.e. not your Dinning Room table. Pretty much any other location will do, the garden, the bath, the local game store, the top of a mountain etc.
  2. Send that photo in an email to with the subject Adventurers Competition. After the closing date the photo deemed to be the best will win the prize.
  3. Although, not strictly part of the competition, if you play your game in a public location, why not post the photo on the Play in Public Campaign Facebook Page.

The closing date for this Competition will be the 28th February 2011 so you’ve got plenty of time.

A couple of notes: Any Photo’s submitted may be reposted as part of the competition/judging process. Any photos containing graphic content will be deleted and you will be banned from future contests. Although I will cover postage of the item you may be responsible for any taxes imposed by your country, hopefully this wont be the case. I only have the one set of these, if they get lost in transit I will not be able to send a replacement. Only photos with a recognisable AEG game in them will be accepted (I suggest having the box visible somewhere). Other than that, have fun and I look forward to the entries, good luck! 

Wednesday, 19 January 2011

A La Carte

As some of you know, I have a little brother with Worster Drought Syndrome, a condition that severely affects his speech, as well as affecting learning and hand-eye coordination. However, he loves games, LOVES them. His favourites are Talisman and Zooloretto, although he also enjoys Aquaretto, the Adventurers, Descent, Dungeons and Dragons the Board Game and many others.

However, for his birthday I wanted to get him a new game and after watching Tom Vasel’s review of A La Carte, I knew which game I wanted… And yes, I do mean “I wanted”. I fell in love instantly with the components and I knew I wanted to own the game, so I used my little brother’s birthday as an excuse to obtain it…

I quickly convinced myself that it would help him improve his dexterity and that he’d have fun matching the coloured ingredients and the numbers to the Dishes, but deep down I knew this was for me, my own, my precious!


Right, that’s enough of that, let’s look at the game. In A La Carte you are a Chef, working in a busy restaurant that serves such delicacies as Elephant’s Trunk wrapped in Spinach. Your job is to become a Three Star Chef by cooking three perfect dishes, failing that you can just beat all the other Chefs by being the first to get all five of your dishes to the paying public. Of course, the more adventurous you are with your cooking more points you’ll score.

Of course, the other Chefs are not just going to stand idly by while you walk away with their Michelin Stars. So they’ll swap their pans with yours while you’re not looking, or perhaps just add a sprinkle of salt & pepper to that chocolate mousse your preparing.


Firstly, I should point out this game is only available, currently, as a German Language edition, that doesn’t matter too much as the rules in English can be found here. The rest of the game requires no translation, unless you really want to know what dish you’re cooking. So far as I know the game is only available in the UK at Board Game Guru.

Inside the box:

  • 4 Metal Pans
  • 4 Stoves
  • 4 Condiment Dispensers
  • 80 Condiment Crystals (20 in each of 4 colours)
  • 25 Salt Crystals
  • 20 Recipes (4 in each of 5 colours)
  • 3 Spoons
  • 4 Crepes
  • 13 Coffee Cups
  • 2 Sinks
  • 1 Trash Can
  • 4 Serving Trays
  • 9 Stars
  • 1 Die

This game is all about the components, unlike some games which have beautiful components just because they can, in this game each component serves a function and looks great. The metal pans are a great touch and something very unique in board games.

The plastic pots and condiment crystals work very well together. The irregular shapes of the condiments, mixed with the smallish opening in the shakers means that you never know how many condiments will fall out, even zero is a possibility.

The rest of the components are printed on very thick cardstock, although I would suggest being very careful punching it out and especially when assembling the stoves. Some of the stove parts fit very, very snuggly, others were a little loose, in the end I used a dab of superglue to hold things together. This isn’t necessary by any means though.

The art on the components, what there is of it, is very nice and all the symbols are very clear and easy to understand. All in all it comes together to form a beautiful package that looks great and makes for a fun and function set.

Playing the Game

To win at A La Carte you either need to be the player with the most points or the first to get three Stars. Other than knowing when to best use your coffee cups there is very little skill involved in this game, so the winning conditions feel rather like an after thought, this game is all about the playing rather than the winning.

To set up the game each player takes a pan, a stove and a recipe of their choice, along with 1 crepe and a coffee cup. The coffee cup is placed face up and depicts one of several actions you can take as a bonus during your turn (or it shows a Victory Point). This means that all players will always know what Coffee Cups you have.

The starting player then takes the three spoons. For each spoon he may take 1 action. When he takes an action the player to his left is responsible for taking a spoon from him. There are only two actions you can take.

1. Heat Your Stove. To do this you roll the die. It will either show a 1, 2, or 3 or a 1-3 in these cases you turn your stove up the correct number of positions. Alternatively it could show a symbol that heats everyone’s stoves by 1, or a Coffee Cup, in which case you take an additional Coffee Cup.

2. Season Your Dish. To do this you take any condiment of your choice and turn it upside down over your pan in a single movement. The shaker must be turned so that it is vertically above your pan and you are forbidden to shake it. Any condiment crystals that come out of the shaker are placed in your pan, even if they fall onto the table.

Each recipe shows a certain number of Condiments and a specific heat level. This is what you are trying to achieve with your actions. For example, one recipe, a salad, might call for 1 Pepper (Black) and 1 Herbs (Green) and a heat of 0. It doesn't matter if you get 2 Black, and 1 Green and a heat of 0, the dish is still complete it’s just not perfect. As long as you have the right heat and at least the ingredients on the recipe the dish is complete and is placed onto your serving tray.

If you do have the exact ingredients you will also get a star, remembering that 3 Stars wins you the game instantly.


However, each card also shows a number at which the dish is burnt. For example the salad I mentioned earlier is ruined if the heat goes up to 1. In addition, a dish is also ruined if you ever have 3 or more of the same colour condiment in your pan. This includes Salt, there are 5 Salt Crystals in each condiment shaker, which makes it a very dangerous ingredient. In addition Salt doesn’t feature in any of the recipes so if you get Salt in your pan you cannot score a perfect dish.

Once you have taken your three actions play passes to the next player. Whenever a player completes a dish he must place a new recipe in his pan, if he cannot the game ends and the points are tallied.

There are two final things you can do during your turn. You can take a coffee break, this requires no actions, you simply play one of your coffee cups to take the action depicted on it. These include: 3 additional spoons, Season another players dish, Swap Stoves and Pans with another player or Reduce the Heat of your Stove by up to 3.

The final option is you can place your Crepe in your pan. This requires an action and ends your turn. (Normally placing a new dish does not require an action, nor does it end your turn.) On your next turn you must spend your first spoon to roll the die, should your heat ever hit 7 your crepe is burnt and ruined. You can now spend the next two spoons to attempt to flip the crepe so that it lands picture side up in your pan, this is more difficult than you may imagine.

Successfully doing this will score you 5 points but you cannot score a star for it and it does not count towards the the 5 different coloured dishes for ending the game. If you fail, on each subsequent turn you continue to roll, flip, flip until you either succeed or your crepe is ruined. You may not take a coffee break while cooking your crepe.

And that’s it. Play continues until one player has cooked a dish in each of the 5 colours, or scored 3 stars or the current player cannot place a recipe in his pan.

Final Thoughts

As I said before, this is a light game, very light, even the backstabbing parts of it are fun rather than spiteful. There is very little skill involved, even in the dexterity parts of the game, with the possible exception of crepe flipping.

In the end this game is exactly what it looks like it should be, fast, fun and light-hearted. As a family game it’s great, although I suspect that drunken adults would get as much, if not more, enjoyment from it.

But What About My Brother?

He loves it. He was a bit bewildered at first, it took a while for him to understand that not getting a perfect dish was ok. But by the third game he was playing without any help and laughing hysterically when he got the chance to ruin Dad’s dish. I already have the expansion in my cart at Board Game Guru just waiting for pay day so that we can play with all five of us. Would I recommend the game, yes, but perhaps only to preteens and adults with a sense of fun!

Coming Soon – Competition Time

I’ve been having a good old clear out and to make space for new games I need to give stuff away, so at some point this week I will post details of a new Competition to win the Painted Miniatures for The Adventurers! Keep your eyes peeled here, the Twitter Feed or over at the Guild for more details on how to win!

Wednesday, 12 January 2011

Seafarers: Heading for New Shores & The Four Islands

So, as promised, every other week here at Unboxed will now be Expansion Week. I like my expansions, I know that not everybody does, but as I tend to end up playing the same games time and again, I like to have a large number of options and variants so that I can change the game up and make it feel fresh and interesting and generally without having to spend a lot of money.

Today I’m going to talk about two scenarios for Seafarers of Catan. A friend of mine who owns the 3rd of edition of Seafarers claims that there are no scenarios included in that set, I can neither confirm or deny this but for the purposes of this review I’m referencing the 4th edition rules. Best of all the rules are a free pdf so you can use these scenarios as long as you have enough hex tiles to make up the standard Seafarers board, regardless of your edition.

If you have never played Seafarers, why not check out my review of the expansion and rules explanation.

Heading for New Shores

After a long voyage, the settlers have reached Catan and built their first settlements. Harbours are built and new, seaworthy ships are being developed. Daring Catanians sail across the ocean. Before long, rumours appear that many smaller islands are out there at sea, not too far away—it is even said that gold has been found on some of them. Gold is highly appreciated in Catan. Ships are fitted out, and soon Catanian ships set sail to find the gold of the islands

Set Up

For this scenario you will need all the components from the base game, plus 15 ships for each player, 15 sea tiles, 2 Gold Fields, 2 mountains and 1 field, hill pasture and forest. You will also need one additional 2,3,4,5,8,9,10,11 number chit.

The main island is assembled as in the base game of Catan, the additional hexes are then used to create four smaller islands separated from the mainland by 1 sea hex.


You will need both the Pirate Ship and Robber, plus 1 special victory point chit for each player in the game.


This is the tutorial scenario for Seafarers. The game play follows the same rules as basic Settlers but using the following additional rules:

  • Players may build boats at a cost of 1 Sheep and 1 Wood. Boats may only built on water and adjacent to either a settlement or another boat.
  • A player may move up to one boat built on a previous turn to any other legal space following the rules above. Only a boat that is only connected at one end may be moved.
  • Gold Fields generate resources exactly like other hexes, except the player may choose which resource is created.
  • The Pirate Ship can be moved instead of the robber. No ships may be built on or moved from the hex containing the Pirate Ship. In addition when you move the Pirate Ship to a new hex you may steal 1 resource from a player with at least 1 ship on the new hex.
  • Players may only build their starting Settlements on the main island.
  • The game is played to 13 Victory Points
  • Each player may score 1 additional point by building a settlement on one of the smaller islands.


This is a great introductory scenario for seafarers, it has the main island that all players will recognise and be confortable with. The restriction on building your starting settlements only on the main island eliminates any fears players may have about placing settlements on islands.

The fact that you only need to build 2 ships to reach any of the smaller islands from the mainland means that players are not going to waste time on a massive fleet of ships only to find themselves cut off by another player (as can happen in later scenarios).

As well as introducing ships the scenario also introduces the gold fields, which coupled with the bonus victory point for settling a foreign island, add a great incentive for players to explore and use their ships.

All that said, it is exactly what it’s supposed to be, an introduction. It just feels like a tweaked version of the base game, rather than a fresh experience. So while it’s a good way to get started with Seafarers you’ll find yourself wanting to move on quickly and I doubt you’ll ever return to this scenario.

The Four Islands

The tribes of Catan quickly develop into experienced seafarers. One day they reach the islands to the west, the "Four Islands" group. Here too, fertile fields, lush pastures, and productive mines lure the intrepid Catanians. New  settlements are quickly built. But soon the Catanians’ curiosity spurs them on: what will they find on the other islands? Since every tribe wants to see all four islands, an exciting race for the few settlement sites begins!

Set Up

For this scenario you will need 15 Ships for each player, 19 Sea Hexes, 2 deserts, 5 pastures and 4 of each mountains, hills, woods and fields. In addition you will need the following number chits, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12 and all 10 harbours. You’ll also need the Robber and Pirate Ship.

The four islands are always set up in the same shapes, however the terrain and numbers can be distributed randomly. 



The Four Islands plays exactly like the base settlers game including all the Seafarers rules outlined in the scenario above with the following important differences.

  • During Setup players may choose to start on any of the four island and may choose to build on separate islands or place both settlements on the same island.
  • When you settle your first foreign island (i.e. an island you did not settle on during setup) you earn 1 special victory point. For each additional Foreign Island you settle you earn 2 additional Victory Points.
  • The Scenario is played to 12 Victory Points


This scenario, although still simple, showcases some of what can be achieved with the Seafarers expansion. The lower victory point total makes settling Foreign Islands very profitable and the additional VP’s scored for the 2nd (and possibly 3rd) Foreign Islands is great way to motivate players to continue to build ships and settle foreign islands.

Despite the fact there are more land tiles than in the base game the map still feels tight as you need to build in good costal spots in order to island hop and score fast victory points. The fact that at least two of the islands will have a desert on them adds to this sense of tight spaces.

Of all the scenarios in the book, the Four Islands is possibly the one that most rewards you for expanding and exploring. In a 3 player game it’s a good fun map, with four players it becomes very tight for space and can get quite cutthroat.

If Heading For New Shores wasn’t a big enough game changer for you, then I would recommend this scenario as it definitely feels very different from the base game without adding in any additional Scenario rules. The scenario forces you to build ships and expand, the tight space and low victory point scores make it feel more like a race to victory and it really explores the theme of Seafarers.

If you do use the Variable Setup rules I would caution against changing the number positions unless you enjoy a bit more randomness in your game (as I do), because you could end up with good numbers isolated behind deserts or worse still clumped together. Personally I don;t mind this but for people who enjoy a less luck based game, sticking to the number distribution in the book might be the way to go.

The New Format

So there you have it, the first post in the new format. Let me know if you like it. The reasoning behind the new format is to allow me to continue to explore these interesting scenarios/variants without taking up the space of the basic reviews. This means you now get twice as much content as before! Yay!

If you have a particular expansion, scenario or variant you would like me to take a look at then let me know. You can find my list of games here. Although I will tend to focus on published expansions, if you have a particularly good home spun one you think I should try, just let me know.

The UK Gaming Media Network

I’m very proud of the way that the network has taken on a life of its own now and continues to grow, day by day. If you aren’t already a member of out guild, then go sign up, it’s free and you’ll have access to content from over a dozen different sources, plus if you need it you’ll have the help and support of scores of friendly and helpful gamers.

We now have over 100 hundred articles posted in the forums and 45 members, so there is plenty to read and loads of new friends just waiting to be found. So what are you waiting for… go sign up!

Wednesday, 5 January 2011

Archaeology: The Card Game

Well, Christmas is over and a new year has commenced. Santa brought me lots of games so I now have a full cupboard once more. My expenditure on games last year was quite high so this year I need to cut my spending and make a more driven effort to pursue companies for review copies. However, as I mentioned in my last post, I have enough games and expansions and variants to see me through to the end of the year.

However, if you are a games company and you would like to send me a copy of your game to review, you can always Contact Me by clicking that link.

Rightio, down to business then. During these hard economic times, it’s nice to be able to find a good little game for less than £10 and that’s exactly what Archaeology is. For just £6 you can pick this little card game up and be playing within 5 minutes, but what’s it about?


You are Howard Carter or perhaps Rick O’Connell from the Mummy… Regardless, you are digging up the Egyptian desert looking for treasure, or perhaps the ancient maps of the Great Pyramids which will reveal untold fortunes to the lucky few who can find them.

Unfortunately the desert is prone to sand storms and thievery so you’d better sell what you find to the museum without delay or you may just end up with nothing.


In this little box you will find:

  • 72 treasure cards:
    • 18 pot shards
    • 16 parchment scraps
    • 14 coins
    • 8 talismans
    • 6 broken cups
    • 6 maps
    • 4 pharaoh’s masks
  • 15 other cards:
    • 8 thief cards
    • 6 sandstorm cards
    • 1 pyramid card
  • Rules of play sheet

Everything, including the box, is finished in linen and it all looks pretty nice. The art on the cards is good, although the Thief and Sandstorm cards are a little unimaginative.

The rules are well written and easy to follow and at this price point I really have no complaints about the game. The box is very small and will easily fit in a bag or a pocket to make this game very portable.

Playing the Game

To set the game up each player is dealt 4 cards, cards are then dealt 3 to the right of the pyramid, 5 to the top and 7 to the left (this is shown on the pyramid card.). Finally 5 cards are dealt face up to the table to form the market.

The Maps, Thieves and Sandstorms are then shuffled into the deck and the game can begin.

On your turn you draw a card from the deck, this is called Digging for Treasure.

If the card is a treasure card (i.e. not a map, thief or sandstorm) then you simply add it your hand. If it is a map you add it to your hand, although 1 map can be exchanged for the 3 card pile to the right of the pyramid, 2 maps for the 5 card pile and 3 maps for the 7 card pile.

If the card was a Sandstorm, all players discard half their hand, rounding down, to the market and you draw again.

If the card was a Thief you may steal one card from any other player’s hand.

Once Digging for Treasure is resolved, you may trade at the market place, explore the pyramid (discard map cards) and/or sell to the museum.

To trade with the market place you simply exchange cards for other cards based on the value in the top left and right corners. For example you could swap a 3 Talisman for three 1 Parchments or a 1 Pot Shard and a 2 Coin.

Once you have finished trading you can play sets of the cards to the table, this is referred to as Selling to the Museum. Complete sets are worth more than incomplete ones, for example Parchment can be sold for $1 for 1 card, $2 for 2 Cards, $3 for 3 or $10 for 4. Where as the Pharaoh's Masks can be sold 1 for $4, 2 for $12, 3 for $26 and 4 for $50.

Once you have traded and played any cards to the table play passes to the left. The game continues like this until the deck runs out and all players have played all remaining cards from their hand to the table. The winner is the person with the most money.


Archaeology is a variant of games like Rummy and as a light filler game it is pretty fun.

However, the deck of treasures is only 66 cards deep, after you deal up to 16 of those to the players, another 15 to the pyramid and 5 to the market there are only 30 left, into which you shuffle 18 thieves, sandstorms and maps.

That means, on average every second card will be one of the three special cards. So in a four player game after you end your turn there is a pretty good chance that you will either loose half your cards to the Sandstorm or be stolen from twice before it’s your turn again.

If you have the good fortune to draw a lot of maps you will score a lot of, effectively, “free” cards, although the potential is there that you will loose out by trading the maps (which are worth 3 each) it’s not likely.

So my point? If you hate luck, this is not your game. If you have players in your group who don’t like backstabbing or who always pick on the same player despite who is winning, this is not your game.

However, if you want something that is cheap and fun and familiar enough to draw in non-gamers and family members, with good production values and nice art then this is a good game to get. It’s certainly not going to be a full evenings entertainment, but a couple of rounds over lunch at work, or at the end of the night is a good way to round out an evening.

In my own personal opinion I think the game would have benefited from fewer thief cards so that the odds of you keeping your hand from turn to turn is higher. I also think that there is very little point in trying to accumulate large treasures such as Talismans or Masks because their trade in value is too low unless you can buy the full set, but with so many sandstorms and thieves accumulating enough treasure to do so is practically impossible.

Archaeology is fun, but it’s luck driven and there is no real way to plan ahead or protect yourself from the hazards of the game. So while I enjoy it, it wont be my first choice for a small box game on game night.

Monday, 3 January 2011

The Unboxed Awards Results

So, one month of voting, over 100 votes in each category and finally, we have our winners.

So, let’s recap. I hand picked a group of very talented contributors, I asked them to choose a game they played this year which best suited the category. Their choices were then offered to you, the very discerning general public, to vote upon and choose Your Favourite of Our Favourites.

And so I can now reveal the Results:

Best Expansion

  • Winner: Dominion Prosperity (21 Votes)
  • Second Place: Carcassonne Traders and Builders (17 Votes)
  • Runners Up – Agricola: Farmers of the Moor, Dominion Intrigue, Space Alert: The New Frontier, Thunderstone: Wrath of the Elements, Talisman Reaper and Battlestar Pegasus


Best Small Box Game

  • Winner: Hive (38 Votes)
  • Second Place: Red November (15 Votes)
  • Mr Jack Pocket, Parade, Chrononauts, The Bottle Imp, Dos de Mayo and Habermus Pape

Best 2 Player Game

  • Winner: Pandemic (21 Votes)
  • Second Place: Summoner Wars and Battleline (16 Votes Each)
  • Warhammer: Invasion, Campaign Manager 2008, Mijinlieff, Dos de Mayo, Mali Powstancy and Fire of Midway

Best Value Game

  • Winner: Forbidden Island (34 Votes)
  • Second Place: Carcassonne (21 Votes)
  • Smallworld, Battlestar Galactica, Thunderstone and Descent: Journeys in the Dark


Best Family Game

  • Winner: Zooloretto (26 Votes)
  • Second Place: Forbidden Island (21 Votes)
  • The Adventurers, Junkyard Races, Ingenious, Survive: Escape from Atlantis, Castle Ravenloft and K2


Most Innovative Game

  • Winner: Battlestar Galactica (22 Votes)
  • Second Place: Tobago (16 Votes)
  • Power Grid, Innovation, The Adventurers, Troyes, and Totemo


Best Party Game

  • Winner: Dixit (48 Votes)
  • Second Place: Wits and Wagers (20 Votes)
  • Are You A Werewolf, Arrrrrrghtect and Gambit 7


Best Components and/or Artwork

  • Winner: Dixit (20 Votes)
  • Second Place: Stone Age and Space Hulk 3rd Edition (18 Votes Each)
  • Tobago, The Adventurers, Cosmic Encounter, War of the Roses and Forbidden Island


Best Euro Game

  • Winner: Stone Age (33 Votes)
  • Second Place: Dominant Species (21 Votes)
  • Kingsburg, Automobile and Endeavor


Best Retheme or Reprint

  • Winner: Survive: Escape from Atlantis (27 Votes)
  • Second Place: Brief History of the World (13 Votes)
  • Dungeonquest, Inca Empire and Colossal Arena


Game of the Year

  • Winner: Dominion (25 Votes)
  • Second Place: Cosmic Encounter (17 Votes)
  • Runners Up: Dixit, Battlestar Galactica, Dominant Species and Forbidden Island

So, despite my shameless attempt to boost Cosmic Encounters votes by reviewing the game and begging for votes, Dominion still won out. As I said in my review Cosmic was my nomination for Game of the Year, but the general public has spoken and of all our contributors picks Dominion stands tall.

Of course, now comes the really important part, the scores. Each contributor scored 3 points for a 1st place and 1 point for each 2nd place:

Well, draw what conclusions you will from that, but I’d say that I win!!!

Thanks again to absolutely everyone who contributed either by nominating games or voting in the polls. Hopefully these results will give you at least some ideas on what games you might want to try out soon.

Until Wednesday, have fun gaming!

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