INTERNATIONAL GAMERS AWARDS ANNOUNCES THE 2001 NOMINEES & WINNERS
The International Gamers Awards is extremely proud and excited to announce the nominees and recipients for the 2001 IGA, a set of awards which recognizes outstanding strategy board games in three categories. This year's recipients are:
1) General Strategy, Multi-Player category: The Princes of Florence. This is an outstanding game of town planning and development, set in Renaissance Italy. The game is designed by the prolific German team of Wolfgang Kramer and Richard Ulrich. This is the second International Gamers Award received by Herr Kramer, having won last year's award for Tikal. The game is released in the United States by Rio Grande Games and by Alea internationally.
2) General Strategy, 2-Player category: Battle Cry. Richard Borg of Florida designed this fast moving, entertaining game recreating famous battles of the U.S. Civil War. Its simple yet clever system makes this game appealing to the entire family. The game is released by Avalon Hill, a division of Hasbro.
3) Historical Simulations: Drive on Paris. Designed by Al Wambold, this historically accurate game takes place during the Great War in Europe as the German forces drive towards Paris. The game is released by The Gamers, a firm specializing in historical simulation gaming.
* These awards were originally given by the committee members when they served on the Gamers' Choice Awards.
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The complete list of the finalists for the 2001 IGA were:
General Strategy Games, Multi-Player
(EDITOR’S NOTE: Special thank to Greg Aleknevicus for the game descriptions and FUNAGAIN GAMES for use of the pictures)
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ALADDIN'S DRAGONS
Richard Breese Hans im Glück / Rio Grande
Players have eight followers of various value that they use to secretly place in any of 13 different areas. These may be in the dragon caves in order to steal valuable treasure or the city where services may be procured or the palace where fabulous artifacts can be purchased. The trick is that you can't do everything and you must have the most powerful followers in an area to perform the task there. Since the followers are placed one at a time and hidden from other players a lot of tension can ensue. |
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ATTILA
Karl Heinz Schmiel Hans im Glück / Rio Grande
This game has been called a "stock market" game as it's more about gaining control of tribes rather than moving tribes driven from their homes by Attila. Either way there's a lot of tense moments packed into a short playing time. Players use cards to both place tribe markers and gain influence on those tribes. Should too many people settle in one area conflict will erupt. |
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CARCASSONNE
Klaus-Jürgen Wrede Hans im Glück / Rio Grande
It's amazing what variety can be wrung from such a simple idea as laying connected tiles. Carcassonne is a fine example of this as players place tiles containing roads, cities, fields and cloisters. Points are gained depending on where you place your tokens; knights on cities, robbers on the roads, farmers in the fields and monks in the cloisters. |
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LA CITTA
Gerd Fenchel Kosmos / Rio Grande
This is one of the more complex games (by German standards) and there's a lot to think about on your turn. The ultimate goal is to have the most populous cities at the games end. Lots of farms means you'll have plenty of food to feed your people but if town next door has better amenities you'll find they're emigrating every turn. If you build too fancy a city though you may discover you don't have enough food to go around! Tough decisions all around and you'll need to carefully balance things to succeed. |
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LORD OF THE RINGS
Reiner Knizia Kosmos / Hasbro
A rather unique offering in that players must cooperate as a team in order to defeat the game driven enemy, Sauron. A great deal of flavorful text and events from the books adds to play and many players have been inspired to (re)read the books after playing. |
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MERCHANTS OF AMSTERDAM
Reiner Knizia Jumbo / Rio Grande
The history of Amsterdam is played out in this game as the city rises and declines in importance throughout the years. Primarily an auction game, the players compete to have majority interest in; the city itself, markets around the world and shipping. True to the theme auctions are "dutch auctions" and are facilitated with a countdown timer. Slap the timer when it reaches the price you're willing to pay and the item up for bid is yours. |
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METRO
Dirk Henn Queen
Another track laying game but instead of trying to make your routes short and direct, you gain more points by having long and twisted routes. Great artwork adds to the game as a true spiders web of paths slowly emerges. |
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MORISI
Corné Van Moorsel Cwali
A multi-player version of last year's 2 player nominee, Isi. This time the board is made up of hexagons (instead of squares) and up to four may play. Players must first travel about the land of Morisi gaining knowledge of the terrain. They then use this knowledge to build a network of roads. the winner is the player that has connected the most cities with his/her roads. |
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OHNE FURCHT UND ADEL
Bruno Faidutti Hans im Glück
Fabulous artwork highlights the play in this card game. Players secretly choose professions each round with a mind to building the greatest buildings. Do you choose the Soldier who can destroy other buildings or the Thief who can steal gold or the Assassin who can kill someone or ... |
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PRINCES OF FLORENCE
Wolfgang Kramer & Richard Ulrich Alea / Rio Grande
An unusual theme here - players are wealthy princes trying to attract the greatest artists, workers and thinkers to their city. Of course there are many different ways to go about this; do you hire jesters to keep them entertained or do you erect buildings for them to work in? Should you put in a lake for them to relax by or allow them freedom of religion? Architects make it easier to build but will will other players recruit your best workers? |
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TAJ MAHAL
Reiner Knizia Alea / Rio Grande
Far off India is the setting for this card driven game. In each of twelve turns players take turns revealing cards hoping to win in one (or more) of six categories. Elephants give the players increasingly valuable commodities but the monk, general, princess and vizier allow you to place castles on the board. Connecting these castles can be tricky but can also lead to many victory points. However, it's not only important to win but to win quickly as the best spots may be taken if you fight a prolonged battle. |
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TRAUMFABRIK
Reiner Knizia Hasbro
Who can resist the urge to play producer and set about making movies? You may have the greatest idea in Hollywood but if you can't put together the right cast and crew it'll be all for nothing. The trick is that the better the people the more they'll cost and you may not be able to afford who you want. Since this is show business there's also the fact that it's not just what you know but who, a studio with high star power always has more fun at the parties don't they? If things go poorly you can always try for the notoriety of producing the worst movie ever screened. |
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WEB OF POWER
Michael Schacht Gold Sieber / Rio Grande
There's a lot of game packed into a short time in this one. The play is very simple, place one or two of your pieces in one region on the board. Pieces are either cloisters, which occupy a network of connected spaces or advisors. Cloisters are guaranteed to score you points but having a large cluster of advisors can often win the game. |
General Strategy Games, 2-Player
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BABEL
Uwe Rosenberg & Hagen Dorgathen Kosmos / Rio Grande
Your challenge in this card driven game is to maneuver your tribes around the board and then use them to build the largest temples possible. Of course your opponent will be trying not only to best you but to destroy any progress you might have made. Wild swings of luck are common and no plan will go exactly as you had hoped. |
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BATTLE CRY
Richard Borg Avalon Hill
The US Civil War made easy! Perhaps that's stating it too plainly but the emphasis here is on fun rather than history. Terrain tiles allow you to create plenty of different maps and scenarios on which to recreate portions of Civil War battles. There's plenty of dice rolling and the battles can often be one-sided but the game is so enjoyable that you can easily play twice, switching sides. |
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HERA & ZEUS
Richard Borg Kosmos / Rio Grande
Originally designed as a card game version of Stratego this survives the transplant to a Greek theme very well. Players take on the roles of either Hera or Zeus who are engaging each other in yet another feud. Cards represent the lesser gods that are influenced by the rulers of Olympus. Three columns of battles are waged with the basics very straightforward - cards of higher value beat lower valued ones. The gameplay is not nearly so simple though as there are a great many special cards to consider - Medusa can turn anyone to stone, Sirens can lure your opponents allies and Pandora's box spells trouble for everyone. |
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QUEEN'S GAMBIT
Craig Van Ness & Alan Roach Avalon Hill
Gamers might have been forgiven if they dismissed this as the usual movie tie-in game but the good news is that there's a fine game lurking in this package. The game recreates the four battles at the end of The Phantom Menace and for such a simple game, does so quite well. Lots of plastic miniatures add to the fun and while there are plenty of dice to be rolled there's enough strategy to keep the more serious minded gamer interested. |
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ZERTZ
Kris Burm Schmidt Spiele / Rio Grande
The latest (and sadly, perhaps the last) entry in the Gipf Project. (A series of connectable games.) The playing field is made up of small disks in an approximately hexagon pattern. Players alternate placing or jumping colored balls onto these disks. The playing field isn't static however as disks can be removed during the game. Balls that are jumped or isolated due to the removal of disks are captured but capturing the right colored balls is the key to winning. |
Historical Simulation Games
(EDITOR’S NOTE: Special thanks to Alan Poulter and Allan Rothberg for the game descriptions)
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BATTLE CRY
Richard Borg Avalon Hill
2000 was a great year for games that you can teach to your children. Hasbro/Avalon Hill's Battle Cry! Is an excellent example of that type. Basically, designer Richard Borg (NOT the co-designer of Risorgimento) has created a generic battle system for playing out battles from the American Civil War. The Battle Cry components rate high on the Coolness Factor, inducing (hopefully) a younger child to take an interest in history. Instead of counters, Battle Cry uses plastic infantry, cavalry and artillery. The battlefield is completely customizable through the use of terrain overlay tiles of woods, streams, hills and hedges. Battle Cry comes with several scenarios of the "Big Battle" variety, and even more are cropping up on Internet websites. Best of all, you can learn (and teach) the card-driven combat system in about 20 minutes. Battle Cry is recommended for the Inner Child in all of us (especially if your Inner Child likes little plastic army men!). |
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BATTLE OF BRANDYWINE CREEK
Mike Miklos GMT
The American Revolutionary War; Generals Howe and Washington meet at Brandywine Creek on the road to Philadelphia. One map, 176 5/8" counters. 200 yards per hex, 1 hour per turn, Regimental sized units. The sister game to GMT's Saratoga takes the same system, modifies it ever so slightly and gives gamers a chance to refight a knock-down drag-out brawl. Random order of command activation, Four scenarios, and possible random orders of appearance give this relatively simple game plenty of replayability. And for hard core players, there are advanced rules to add even more flavor without adding dozens of pages of additional rules. |
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BONAPARTE IN ITALY
Kevin Zucker Operations Study Group
Napoleon's successes cannot be fully understood unless they are seen at a larger scale, and this game is the latest in the series that like no other has succeeded in bringing this point to the fingertips of historical gamers. The map sees only the individual forces moving, without indication of their strength or leaders, both of which are revealed only when giving battle. Orders can be given to some of your subordinates, but when many foraging forces have to be drawn together to concentrate against a (hopefully) surprised enemy, you have to rely on the initiative of your best subordinate generals to march to the sound of the guns on their own. Battles are merely the culmination of cunning plans - or the results of blunders as your subordinates fail you, leaving their comrades-in-arms in desperate situations as you try to bring on the relief columns. Both short, playable scenarios and a intense campaign game covering all of Napoleon's 1796/97 campaign are provided. Together with a supremely evocative map that shows the mountains, orchards, vineyards, small fields, and fortified town of northern Italy, this game is a feast for the eye and a challenge for the player. |
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DRIVE ON PARIS
Al Wambold The Gamers
The Great War in Europe, the Western Front, before they dug the trenches. One map, 420 counters. 10 kilometers per hex, 1/2 week per turn, Divisional sized units. The seventh game in the Standard Combat Series takes a step back to World War I with this release. The French planned on a quick drive to recapture the lost Provinces of Alsace and Lorraine and avenge the humilation suffered less than 50 years before in the Franco-Prussian War. The Germans opted for a drive through Belgium and a fast sweeping march to Paris. Overestimation by the French on elan and a failure to appreciate the devastating effect of modern weaponry and overcaution and a similar lack of understanding on the part of the Germans of just how much could be accomplished by mere flesh and blood ultimately doomed both sides' plans to what ultimately became the hell of the trenches. |
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PACIFIC VICTORY
Tom Dagliesch Columbia
Pacific Victory from Columbia Games is the latest descendant of a long line of games that have consistently managed to combine two of the most sought-after properties of historical wargames - elegance of design and easy incorporation of fog of war, that property which generally bedevils real-world commanders and whose absence from games often keeps armchair generals from understanding the real reasons behind historical decisions. Columbia has brought these properties together in their line of block games - not flat cardboard counters but solid wooden blocks whose front face shows the real strength of a unit that is hidden from the enemy. The simple expedient of turning a block to show a different number to the owning player permits the secret allocation of combat strengths, turning block games into tense contests that combine bluffing and strategy. Pacific Victory brings that goal to the Pacific theatre of WWII, where limited intelligence (and its overcoming by signals intelligence) was crucial, and provides this complex conflict, generally the domain of huge monster games, in a multidimensional game with seasonal turns that is colorful, evocative, but still playable in a single evening. |
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RISORGIMENTO
Richard Berg & Peter Perla GMT
Risorgimento may be the best game on a war you've likely never heard of--the Second War of Italian Independence, fought between the forces of Austria and Piedmont-Sardinia, with some generous assistance from the French Empire of Napoleon III. Risorgimento 1859 concerns itself with the with the central year of the struggle for Italian independence, specifically April - July 1859. During that time period, two of the largest land battles fought on the European continent occurred-- Solferino and Magenta. The game is presented in two parts-- a brigade scale "Big Battles" game, designed by Richard Berg, and a larger- picture Campaign game designed by Dr. Peter Perla. Both games are designed to be played independantly of one another. The Big Battles game features the blood baths of Magenta, Solferino, and a smaller introductory battle called San Marino. The campaign game features the entire campaign season from April to July, and focuses on strategic decision making. Risorgimento is a phenomenal wargaming bargain-- two excellent games in a single box. |
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SIMPLE GBOH
Richard Berg & Mark Herman GMT
16 page rulebook, 7 page gamebook. Simple Great Battles of History (SGBoH), is not a stand alone game. Rather, it is a rerelease and massive simplification of one of the core game series from GMT. Great Battles of History is a very detailed series of games on ancient warfare that in all ways but physically, is a set of miniatues rules. However, the rules are involved, and the time required to fight all but the smallest battles is not short. SGBoH streamlines almost all the processes and lets players refight the GBoH battles in less time and with less effort with but a small sacrifice of detail for playability. Includes new charts and tables and a re presentation of many of the scenarios from the original GBoH. |
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SOLOMON SEA
Markus Stumptner Simulations Workshop
Covering naval battles in the South Pacific during WWII, the game features a combination of straightforward rules, fast play and a realistic feel. The core of the game is a double blind search system, sort of an upmarket version of 'Battleships'. Each player (US and Japanese) has a hidden map showing their forces, but not those of the enemy. Players must search for their enemies and often receive conflicting data. Although a unique system, gameplay is reasonably straightforward. What is difficult is the strategy and trying to outwit your opponent. |
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UKRAINE '43
Mark Simonitch GMT
A simulation of the Soviet Summer Offensive from the Donets to the Dnieper. One and a quarter maps, 380 counters. 10 miles per hex, 5 days per turn, Divisional sized units. The Soviets must breach a well dug in Axis adversary, repel vicious counterattacks by mobile Panzer reserves, and attempt to envelope or otherwise force back the Axis, all the while making sure his army doesn't bleed to ineffectiveness. The Axis has to resist a well equipped and numerically superior assault, blunt the massed Soviet spearheads while falling back to the next viable defensive line without losing his army in the process. Sudden death victory conditions make this a tense confrontation of the two giant land powers of World War II. |
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XENOPHON
Joe Miranda Strategy & Tactics
The Persian Civil War of the 4th Century BC. One map, 200 counters. 80 kilometers per hex, 1 year per turn, Units represent 1600-6400 troops. For 14 years the fate of one of the largest most prosperous empires in the western world hung in the balance as Cyrus, a provincial satrap (governor) and Artaxerxes II (Xerxes the Great) battled back and forth from the borders of Greece to the edge of India. Both players have to focus on winning the loyalties of the various provinces to maintain a steady supply of manpower and support. Politics and subterfuge are as important as battlefield prowess. |
2001 IGA VOTING DETAILS
Editor’s Note: Special thanks to Stuart Dagger for providing the details.
GENERAL STRATEGY, 2-PLAYER CATEGORY
I don't vote in this one, as I don't play enough 2-player games to make my opinion of any value. That leaves us with a jury of 15. The winning post is therefore set at 8.
FIRST COUNT
In this everybody has one vote and it goes to the top game on their list. This gives Battle Cry 6; Babel 4; Hera & Zeus and Zertz both on 2; Queen's Gambit 1.
SECOND COUNT
The first count failed to produce a winner and so the bottom candidate is eliminated. This is Queen's Gambit and its vote switches to the number two game on this voter's list. This is Battle Cry, which thus moves up to 7 votes.
THIRD COUNT
Still no winner and so we need to eliminate another game. Since there is a tie at the bottom, we need to apply the tiebreaker. This is a straight question "Do you prefer Zertz or Hera & Zeus?", with all 15 panellists having one vote. Hera & Zeus won this by 8 to 7. So it survives. Zertz is eliminated and its two votes are reallocated using its two supporter's preference lists. One vote goes to Battle Cry and one to Babel.
The position now is Battle Cry 8, Babel 5, Hera & Zeus 2. No further counts are needed. Battle Cry has won.
GENERAL STRATEGY, MULTI-PLAYER CATEGORY
16 voters. Votes needed for victory 9.
FIRST COUNT
Princes of Florence, Web of Power both on 4; Lord of the Rings 2; Attila, Carcassonne, La Citta, Metro, Morisi, Taj Mahal all on 1.
The remaining four games (Aladdin's Dragons, Merchants of Amsterdam, Ohne Furcht und Adel and Tramfabrik) are eliminated at this point.
SECOND COUNT
It is now necessary to split the tie at the bottom to decide who goes next. This means a ballot restricted to these six candidates, with everybody voting for their favourite among them. This gives 5 votes to Taj Mahal, 4 to Carcassonne, 3 to Attila, 2 to Morisi and 1 each to the other two. This requires a second run-off, this time restricted to La Citta and Metro. La Citta wins this by 12-4. Its voter switches his allegiance to Princes of Florence, which now takes the lead.
THIRD COUNT
No winner as yet and we still have a log jam at the bottom. This time the run-off gives Taj Mahal 5; Carcassonne 4; Attila and Morisi 3 each; La Citta 1. So it is La Citta that goes next and its vote switches to Lord of the Rings. The position now is Princes of Florence 5; Web of Power 4; Lord of the Rings 3; the other four all still on 1.
FOURTH COUNT
The tiebreak procedure gives Taj Mahal 4; Carcassonne and Morisi both on 4; Attila 3. Attila goes out and its vote switches to Princes of Florence, which is now up to 6.
FIFTH COUNT
None of the games that began this process on 1 has yet succeeded in picking up another vote and so we still have a tie at the bottom. This time it splits Taj Mahal 7; Carcassonne 5; Morisi 4. Morisi is eliminated and its vote now goes to Princes of Florence, which is now looking like the favourite. However, on 7 votes it is not there yet. The position is Princes of Florence 7; Web of Power 4, Lord of the Rings 3; Carcassonne and Taj Mahal 1.
SIXTH COUNT
Since the combined votes of the last two are less than those of Lord of the Rings, we don't need to do a tiebreaker for Taj Mahal. They both go out. Their votes split 1 to Lord of the Rings and 1 to Princes of Florence. The totals now are: Princes of Florence 8; Web of Power and Lord of the Rings both 4.
SEVENTH COUNT
Still no winner and so a tiebreaker is needed yet again. This sees Web of Power and Lord of the Rings getting 8 each. (And the way this has gone so far, I wouldn't have expected anything else!) The secondary tiebreaker in this situation is "most first places at stage one". This was Web of Power by 4 to 2. So it goes into the final run-off and Lord of the Rings goes out. Its 4 voters now split 2 and 2, giving a final result: Princes of Florence 10; Web of Power 6. Princes of Florence is therefore the winner.
HISTORICAL SIMULATIONS CATEGORY
FIRST COUNT
In this we just count the number one placings. 2: Battle Cry, Risorgimento 1: Drive on Paris, Simple GBOH, Ukraine '43.
The other five games are eliminated.
SECOND COUNT
The winning post is 4. No game has reached this figure and so one of the three games on 1 needs to be eliminated in order to start the transfer process. This is done by using the preference lists to hold a vote on just these three. In this Ukraine gets 3 votes and the other two each get 2. That means a further run-off is necessary involving just Drive on Paris and Simple GBOH. This goes the way of Drive on Paris by 5 votes to 2. Simple GBOH is therefore eliminated and its vote switches to this voter's second choice, which was Drive on Paris. The position is now:
2: Battle Cry, Drive on Paris, Risorgimento 1: Ukraine '43.
THIRD COUNT
Still no winner, Ukraine '43 is now alone in last place and so goes out. Its vote switches to Risorgimento. New position:
3: Risorgimento 2: Battle Cry, Drive on Paris.
FOURTH COUNT
The tie-breaker is now needed for the two games on 2. Drive on Paris wins it by 4 votes to 3. Both of its supporters now switch to Drive on Paris, which thus emerges as the final winner by 4 votes to 3.
Stuart Dagger, 2001.
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