French gaming blog and community site, Tric Trac, posted its Tric Trac d’or 2014 awards naming the top three games of the year based on user submitted votes and Tric Trac’s own panel of judges.
Taking first place honors, and the Gold medal, was none other than Bruno Cathala’s Five Tribes, Days of Wonder’s first foray into heavy strategy. This unique Mancala-style game set in ancient Arabian mythology was the runaway winner from the start.
“At the opening of the vote, the game started to reap the points, escaping after a few hours.”
Second place was more hotly contested, but it was Cédrick Chaboussit’s Lewis & Clark that took Silver. This worker placement game set in pioneer-era America has players reliving Lewis and Clark’s famous expedition to the Pacific coast.
The Bronze medal went to Marc Andre’s Splendor. Noted for its high component quality, this light set collection game has players collecting combinations of gems to attract patrons and score victory points.
“With 1,210 voters, we can say the thing is the opinion of many players who surf Tric Trac and the current trend of European games.”
Check out Tric Trac’s full announcement to see an analysis of the voting process and which games just missed the winners’ podium. The article is in French, but can easily be translated through a number of online resources (e.g., Chrome’s built-in translator).
For more information on this year’s winner, click the links below for Dice Tower’s reviews.
Five Tribes Miami Dice
Lewis & Clark Review
Splendor, a card drafting, set collection game with 40 “poker style” tokens and 90 cards is a 2014 Spiel des Jahres Nominee. It is designed by Marc André and published by Space Cowboys / Asterion Press / Lautapelit.fi / REBEL.pl.
MeepleTown posted an interview with Marc.
Can you tell us a bit about the origin of Splendor? It seems to be a very carefully designed, classical game. You mentioned in an old interview you design games by tweaking old games and putting restrictions on yourself. Is this part of how Splendor came about?
Splendor is based upon a mathematical frame, that’s why it seems so “classic” and regulated. Deconstructing a game then reconstructing it in a totally different way was and still is an essential part of my way of designing a game. But I’m not a beginner anymore, although I keep on learning! So,Splendor has no direct link with any other game.
How did Splendor end up with Space Cowboys – did this come from Sébastian Pauchon at GameWorks publishing your other game Bonbons?
It was not through Sébastien. Actually, I met Croc at a festival in March 2012. Croc worked for Asmodee at the time, and the game was developed there first. The people who worked on it (Croc and Philippe, under Marc Nunés’ direction) decided to leave Asmodee and create Space Cowboys. They took the game with them, which was fine with me. I don’t care much about the logo on the box. What matters is people involved with the game are the same from beginning to end (the commercialization).
To read the entire interview you can head over to Game Designer here.