International Gamers Awards
The International Gamers Awards were created to recognize outstanding games and designers, as well as the companies that publish them. The awards are truly international in scope, with committee members representing countries throughout the world. The goal of the IGAs is to truly select the 'best of the best' in two categories: General Strategy Games and Historical Simulation Games. We hope that this will lead to greater exposure for these wonderful games to more and more people and help spread the word of the "wonderful world of gaming" on a global scale.
2009 Game Awards
Le Havre $55.99
Le Havre is a game about managing a harbor, building ships and constructing buildings. On each turn, players must decide whether to take good of one type or to carry out a building action.
The number of goods on offer varies from turn to turn. New goods of each kind are added regularly, building up until a player takes them. Wood, clay and iron are building resources. Fish, grain and cattle are used to feed your dock workers. Actions in buildings allow goods to be upgraded -- just turn the tokens over to show the reverse side.
At the end of the game, the player with the largest fortune is the winner. This is the total of the player's cash and the value of his or her ships and buildings.
Le Havre can be played by 1-5 players, either in a shortened version or as a full game, ensuring that it provides the right level of challenge for any game table.
Automobile covers the history of the US car industry during its birth and growth, from 1896 to 1929. The aim of the game is to make the most money, which means making and selling cars.
The track around the outside shows the models of cars that can be built. Factories will be placed in these locations, going clockwise around the board. You can skip locations by expending additional R&D points. You can have up to three factories in a location, how many determines the minimum and maximum number of cars that can be produced there. Cars come in three general types, cheap cars for the mass market, (brown edging), mid priced cars for the middle class market, (blue edging), and premium cars for those with more money than sense, (cream edging). Demand for each type varies from turn to turn. Early on in the game demand for mid priced cars will be higher than that for low or high priced cars. In the later turns the demand for low priced cars will rise dramatically, while that for high priced cars will grow a little.
The game is played over four turns. At the start of each turn players select one of the six characters shown towards the bottom of the board. Each character confers a special ability. Ford allows you to build an extra factory, Kettering gives you extra R&D points, Sloan allows you to get rid of Loss points, Howard allows you to sell extra cars, Durant allows you to build a new factory immediately, and Chrysler gives you extra R&D points and reduces your Loss points. Character selection also determines the order of play, going from Ford to Chrysler.
Each player will then get to perform three actions, Build Factory, Produce Cars, Take R&D, Place Distributors, and Close Factory. After that players sell cars. Players draw tiles at the start of each turn which give them some idea of the total demand but no the whole picture. Players now reveal these tiles and sell cars from locations, one at a time, going from the most advanced. Once the number of cars sold matches demand then you stop selling. You can attempt to increase the number of cars you sell by spending more R&D points on them or dropping your prices.
Loss points are taken when you do not sell cars and for having older factories on the board. They do not go away easily and the cost per point goes up each turn. You can get rid of them by choosing certain characters or by closing down factories. Loss points force to you keep building out along the track. If you don't, then the number you collect will end any hope you have of winning the game.
After four turns you count up how much money you have and add that to the capital tied up in factories. The player with the highest total is the winner.
Battlestar Galactica: The Board Game $39.99
Battlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival which places each player in the role of one of ten of their favorite characters from the show. Each playable character has their own abilities and weaknesses, and all must work together in order for humanity to have any hope of survival. However, one or more players in every game secretly is secretly a Cylon, and wants the humans to perish.
Diamonds Club $53.55
In England at the tail-end of the 19th century, four experienced gem dealers are competing in the "Diamonds Club" to see who among them is the craftiest. They invest their money in mines, digging rights and the latest inventions, with each trying to use the profits of their gem trade to enhance their estate. Whoever ends up with the best-looking property becomes Lord (or Lady) of the Diamonds.
A detailed take on the game play: Each round, players create a market from dark- and light-brown strips, with one strip of each color per player. Players then spend money in the marketplace to purchase various items, with the cost of each space equal to 1, plus 1 for each orthogonally placed item that's already been purchased. What's for sale? Positions on the start player track, animal tiles to place on your mansion grounds, equipment (mines, ships, mining rights), advancements on the three development tracks on your individual player board. These development tracks determine how many points you'll score for forests at the end of the game, how many gems you'll receive during distribution, and how much money you'll receive each round to spend in the market.
Once the market phase ends, with all players being broke or having passed, the player farthest along the start player track receives a diamond and will go first next round, while the player with the most money remaining must spend all of those coins to purchase a diamond.
Players then acquire gems, with each mining rights tile (numbered 2-5) in their possession being paired with one ship (also numbered 2-5). For each rights/ship pair, you choose one of your mine tiles, which come in four colors, and take as many gems as the lowest number on either the rights or ship tile. For example, a 2 mining rights paired with a 5 ship gets you only two gems of whatever color mine you pair with these tiles. If you've advanced on the gem development track, you receive extra gems, and possibly even a diamond. At the end of the round, you can keep at most two tiles from an incomplete set of three, such as a mine and a ship.
Gems are then converted into goodies for your mansion, such as fountains, rose gardens, gazebos and forests. The price for these items is laid out on the central gameboard, with a rose garden costing two rubies and one sapphire, for example. A player can choose each item depicted only once, and if other players have claimed an item first, you have to pay one additional gem for each player who has done so. Eight bonus cards that show different mansion accessories (e.g., three orange trees) will likely drive your decisions, as will the actions of those jerky players who go before you and take the spots you want. How dare they!
If one or more players have filled the 14 light green spots in their mansion yard, the game ends and players score points based on the their buildings, forests, animals, bonus tiles and placement on the development tracks. (Well, maybe not all the players -- each player has three spaces on their mansion grounds that must be filled with particular tiles; if they don't, they score zero points.) If the game isn't over, players take money to fill up to the mark shown on their development track, rejigger their pieces on the starting track, and reset the market.
You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.
But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, would be delighted.
Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes complete with roughly 500 cards. You select 10 of the 20+ Kingdom card types to include in any given play -- leading to immense variety.
Roll Through the Ages: The Bronze Age $20.95
Build a thriving civilization -- in under an hour! Collect goods, assign workers to build cities and erect monuments, advance your civilization through cultural and scientific developments, but don't forget to harvest enough food to feed your growing population.
Grab those dice and Roll Through the Ages! in this addictive and strategic new game from Matt Leacock, the designer of the incredibly popular Pandemic. Roll Through the Ages plays in 30-45 minutes. The game is for 1-4 players, ages 8 and up.
Small World $44.99
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.
Small World's design emphasizes the playful fantasy theme with rich details and components that beg to be played. The game includes: Two double-sided game boards, one for each of four possible player configurations, 14 Fantasy Races with matching banners & tokens, 20 Special Power badges, a variety of Troll Lairs, Mountains, Fortresses, Encampments, Holes-in-the-ground, 2 Heroes and even a Dragon, along with Victory Coins, 6 Player Summary Sheets, a Reinforcement Die, Rules Booklet and a Days of Wonder Online Access Number.
Snow Tails $39.99
Welcome to the snowy world of the Arctic Circle, where brave sledders race in a test of skill and endurance. Action is fast and furious and not all sleds may make it to the finish. Huskies only have one setting and that is full speed! Hang on to your furs, the reins, your sled and anything else you can get hold of.
In race order, the players move their sleds on the track by playing cards onto their sled mats. On their turn, the player may play 1-3 cards of the same value onto their mat. Their sled piece moves a number of spaces equal to their speed (dogs - brake), but will also drift towards the strongest dog. They may have bonus movement if their sled is balanced (the dogs show the same value). Careless players may damage their sleds, causing them to pick up dent cards. Dent cards limit a players hand size for future turns.
To win, players must control the drift of their sled carefully to maneuver around corners.
Space Alert $47.99
Space Alert is a team survival game. Players take on the role of a crew of space explorers sent out through hyperspace to survey a dangerous sector of the Galaxy.The spaceship automatically maps the sector in 10 minutes. The crew's task is to defend the ship until the mission is complete. If they succeed, the ship brings back valuable data. If they fail... it is time to train a new crew.
Space Alert is not a typical board game. Players do not compete against each other. Instead, they work together against the challenge presented by the game. The difficulty of this challenge can be chosen by the players themselves. Completing the most difficult missions requires close teamwork.
Steam: Rails to Riches
In Steam you build railroads and deliver goods along an ever changing network of tracks and stations. You build the tracks, upgrade towns, improve your train, and grab the right goods to make the longest, most profitable deliveries. Score your deliveries and add to your income or victory points, balancing your need to invest against your quest to win the game.
Steam contains a beautiful, double-sided game board. The map on each side depicts terrain, towns, and cities at the start of the railway age. The map of the northeastern USA and neighboring Canada is ideal for 3 or 4 players.
Use the map of Europe's lower Rhine and Ruhr region when playing a 4- or 5-player game. You can play Steam on any number of current and future variant and expansion maps, so pieces for 6 players are included.
Steam is the culmination of Martin Wallace's classic railroad game series. It contains a brilliantly balanced standard game, and a very rich, elegant basic game. Both offer you unparalleled flavor and fun.
Note: The Ted Alspach expansions do not include rules for using them with Steam.
Day & Night $35.99
Day & Night is a strategic board game where two players duel as Lady Day and Lady Night. The many spells and strategies make every game different than the other and exciting until the very last turn. Day & Night is beautifully illustrated with over 40 pieces of artwork, specially created by fantasy artist Eerin Vink for this game.
Five billion years of doing the same work has caused the sisters to tire of their job, they want to retire. But how to decide who can stay in their beautiful palace? Day and Night stand on opposite sides of the valley of emptiness, a spine-chilling place with floating boulders, used ever since the Dawn of Time and Memory to battle for justice. The goal is to build two Temples and in doing so honor the gods and enforce justice. Naturally, neither party will let the other go about their business. They will have many opportunities to thwart the plans of the other. For in order to build a Temple, they will need to gain control of their surroundings.
Build two temples to win the game. A temple consists of a pattern of nine tiles bordering on each other. All the tiles have to be of your own type (Day or Night). Whenever a player succeeds in creating such a pattern, he or she puts nine 'Temple-counters' on those tiles. These tiles cannot be turned over or changed for the rest of the game!
Tiles are created by playing Spells. Each turn you have "12 hours" to use for playing spells and for moving your pawn across the board. When you play a spell, you deduct the number of hours that is shown in the top left corner of that Spell from the total amount of hours you have left. For every tile your pawn travels, you draw a new spell from your book of spells and deduct 3 hours from the total amount of hours you have left.
2 de Mayo $22.99
The Game 2 de Mayo is a history-based evocation of the terrible events that took place in Madrid on May 2, 1808. On that date, fed up with the abuse by French soldiers and sick of the indolence of Spanish authorities, many of whom acted in collusion with the occupying troops, the people of the city rose up in arms against the best army of the time, in a desperate attempt to regain their pride through rebellion against the Napoleonic invader.
Dos de Mayo is a board game for two players, lasting around 20 minutes (less for experienced players), in which each player controls the forces of one side, either Spanish or French. At the end of turn 10, the French player attains victory if all the Spanish forces have been wiped out, all access to Madrid is French-garrisoned and French losses do not amount to four units or more. If the French side fails to achieve victory on those terms, the Spanish player wins.
2008 Game Awards
Through the Ages $69.99
Through the Ages is an exciting game of strategy and resource management. Players guide their civilizations up from Antiquity, through the Middle Ages, and into Modern Times. What will your civilization be like? Will it be warlike? Technologically advanced? Religious? Artistic? Choose from Leaders such as Hammurabi, Napoleon, and Gandhi. Build Pyramids, the Great Wall, or the Eiffel Tower. Your civilization's culture is yours to shape -- and you can do it differently every time you play the game.
Through the Ages is playable in three different difficulty levels. Play the short Tutorial Game to learn the game mechanics. Play the Advanced game when you are ready to face the consequences of politics and corruption. And when you want even greater challenge, play the Full Version of Through the Ages and take your civilization from spear throwing to space flight.
This edition has no rule changes from the original edition.
Age of Empires III: The Age of Discovery $54.95
It is the late 15th century and a new age is dawning. While searching for a new trade route to India, explorers have discovered a new land. The first reports tell of strange creatures, exotic people, and fabulous wealth. Captains and dventurers flock to these new lands in search of gold. They are quickly followed by colonists, soldiers, merchants, and missionaries all seeking wealth of one kind or another. Colonies begin to spring up, and soon competition among the great nations of Europe begins.
Take the role of one of Europe's colonial powers and stake your claim in the New World. As the leader of your nation, there are many paths that lead to victory: Discover and colonize new lands; acquire trade goods that will build your economy; develop new technologies and infrastructure in your home country; build your merchant fleet to dominate the trade routes; and build your army to defend what is rightfully yours!
The triumphant revel in riches and glory, while the vanquished become a footnote in the history books. It is an Age of Discovery... it is an Age of Empires!
Explore the New World, discovering and claiming new lands for your empire
Gather resources to develop your economic infrastructure
Build structures that give you advantages in resources or victory points
Use specialists to give you the strategic advantage over your opponents
Go to war to defend what is yours or take what is not
In a remote land there lies a region with undulating hills and fertile valleys. Widely-traveled settlers have laid the foundation stone for the city of Arkadia. In addition to several other buildings, they want to construct a magnificent castle on a hill. Four wealthy families -- the cloth merchants, the spice merchants, the carpenters and the silversmiths -- want to enhance prestige and augment their influence. For this reason, they compete for the major contribution to the castle's construction. Players act as architects. The four families commission them to plan and realize the build-up of the town and the castle.
Canal Mania $55.95
Canal Mania is a game about the great Canal building era of the eighteenth and nineteenth centuries that captures the feel of the period and gives players plenty of decision making in their attempts to complete some of the most famous British canals. Players engage brilliant engineers such as James Brindley and Thomas Telford in their efforts to create canals linking emerging manufacturing centers, providing the waterways that supplied the goods generated by the Industrial Revolution.
In Colosseum each player is a Roman impresario -- producing great spectacles in his or her arena in the hopes of attracting the most spectators. Players earn wealth and glory for each event run, using it to create ever more ambitious events. They will need to improve their arena, find the best performers, lure the Emperor and his nobles, and manage assets for long-term success to be granted the title of Grand Impresario.
Factory Fun $41.95
Build your own factory!
Build the map of a production hall and connect supply reservoirs and machines in the best ways. Try to get the most profitable machines and construct production chains to make more profitable products.
By combining 2 games you can play with 5-8 players, with 3 games up to 12 players. In theory the number of players is unlimited, as long as everyone can easily reach the middle of the table!
Europe in the age of imperialism. Internationally operating investors aim for the highest political influence in Europe. By giving credits they gain influence over the six imperial nations Great Britain, Germany, Russia, Austria-Hungary, Italy and France. These nations desperately need money to build up their economy and to buy troops and fleets. With their growing power in Europe, they collect more taxes and pay their rising interests to their investors. Because the six imperial nations are under changing influence of different investors, strategic alliances and conflicts arise between them. Sometimes this even leads to war!
The players represent internationally operating investors who stay in the background. The turns in the game are executed by the six imperial nations, not by the investors themselves, who only impose their financial influence on various nations. Only the investor who gets the best return on his investments, who gains influence over the most powerful imperial nations, and who can influence the European diplomacy to his benefit, will win the game.
Imperial is a challenging strategy game without any luck of cards or dice.
More than 100 years ago, within a period of only a few decades, unusually many historical finds, treasures and whole cities of antique cultures were found and excavated; Schliemann discovered Troy, Evans investigated Crete, Carter found the grave of Tutankhamen and Koldewey excavated Babylon.
In Jenseits von Theben the players travel back to this time at the end of the 19th century, take on the role of these famous archaeologists and discover those antique treasures and places, which lay buried in the sands for thousands of years.
Each player slips into the role of an archaeologist, travels across Europe, finds suitable knowledge in different archaeological areas then excavates at antique places. The players receive points (= fame and honor) from discoveries at these locations; the player with most points wins the game. Additionally, the players can acquire articles for better excavation and travel conditions and can visit exhibitions to present their finds.
Notre Dame $35.95
The players take on the roles of the heads of influential families in Paris at the end of the 14th century. In the shadow of the Notre Dame cathedral, the players compete for prosperity and reputation. Each family controls one of the 3 -5 boroughs that surround the site of Notre Dame. As head of his family, each player tries, through clever use of his action cards, to advance the power and prestige of his family, but penalties are assessed those who do not take care of the health of the people who live in their borough. The player with the most prestige at the end is the winner.
The Pillars of the Earth $39.20
England at the beginning of the 12th century -- Prior Phillip of Kingsbridge has a glorious vision: to build the largest, most beautiful cathedral in England. To accomplish the task, Phillip recruits the most renowned builders in the country. However, the fate of the Cathedral is constantly threatened by all manner of catastrophes and oppositions.
Players join together to help build Kingsbridge Cathedral. Using your workmen and resources, you must wisely deploy assets to overcome unexpected difficulties and shortages to prove yourself the greatest builder of them all! Will your efforts be recognized when the Great Cathedral at Kingsbridge is complete? The Pillars of the Earth is based on Ken Follett's best-selling novel.
1598. Yspahan the Fair becomes the capital of the Persian Empire. Thus, being placed at the center of the world, the city enjoys a period of cultural and economic blossoming. The cities and villages of the region intend to take advantage of this expansion. Caravans loaded with goods and jewels set out for the desert, bearing the promises of a radiant future.
The players embody merchants trading with Yspahan. Meaning to take advantage of the coming of the Shah's Supervisor, they score points by placing their goods in the right shops, by sending them to the Caravan, and by constructing buildings. At the end of the game, the player with the highest score is the winner.
Mr. Jack $31.95
The night covers the gloomy alleys with darkness and only a few corners are still illuminated by the gaslights. Eight investigators have gathered to catch the cunning Jack the Ripper. But Jack is in fact cleverly impersonating one of them.
In Mr. Jack, one of the players must help the investigators. By moving each character into light or shadow, the detective player makes successive deductions to uncover which investigator is in fact Jack, then he/she must try to catch the infamous ripper.
The opponent, playing Jack, must do his best to delay the investigation. He can even try to use the darkness to secretly flee the district!
A thrilling game for two players!
The world of BattleLore meshes history and fantasy together -- putting players in command of a vast array of miniature troops on the battlefields of a Medieval Europe Uchronia at the outset of the Hundred Years War.
Powerful Lore Masters, such as Wizards, Clerics, Warriors and Rogues gathered in customizable War Councils; Mercenary bands chosen from among mythical races such as the Iron Dwarves of Northern England; and Monstrous Creatures all complement the dizzying array of possibilities and tough choices that will face players as they venture in the World of BattleLore.
Combat Commander: Europe $63.20
Combat Commander is a card-driven board game series covering tactical infantry combat in the European and North African Theaters of World War II. One player takes the role of the Axis (Germany in this first game; Italy & the Axis Minors in later installments) while another player commands the Allies (Russia & America here; Britain, France & the Allied Minors in future expansions).
This first game of Combat Commander includes units, cards, and historical scenarios depicting the American, German, and Russian forces. The second game in the series will provide cards, counters, and historical scenarios for British, French, and Italian forces.
Each game includes 6-12 historical scenarios as well as a "roll your own" scenario system that provides an almost unending variety of map configurations, force structures, and combat situations. Replayability value for Combat Commander is very high.
A game of Combat Commander has no strict sequence of play. Each turn is divided into a variable number of Player Turns, each of which may consist of either: the active player expending one or more Fate cards from their hand for their Actions; or passing, which allows the discarding of one or more Fate cards. Players redraw up to their maximum hand size at the end of each of their own Player Turns. Additionally, Reactions may be played by either player at any time, so long as the prerequisite listed is met.
Chance and luck play no part in this game. The rules are simple and easy to learn. Yet there is an amazing strategic depth to ConHex, which will keep players engaged until the very end of each game.
Each player has the goal of connecting two opposite sides of the game board with a continuous chain of spaces of his color. Player A wins, if he connects the upper with the lower side, player B is anxious to connect the left with the right side. A tie is impossible.
Medici vs Strozzi $18.35
This game re-lives the fierce competition between the two great Florentine families: Medici and Strozzi. The players compete to buy the best goods, load them on their ships, and sail away to sell them for great profits. The mechanism is similar to Medici, but for two players.