On the eve of the revelation of the winners of the SdJ award this Sunday, the nominees for a very different kind of game award have been announced. The Jogo do Ano is the Portuguese Game of the Year award, as determined by the game club Spiel Portugal. This award, which goes back to 2006, tends to focus exclusively on heavier games, which distinguishes it from most of the other annual game awards, which often feature lighter designs. For example, last year’s winner was Nucleum. Five games have been nominated for 2025; here they are, together with their designers and publishers:
- Endeavor: Deep SeaĀ (Carl de Visser, Jarratt Gray) – Burnt Island Games/Grand Gamers Guild
- SETI (Tomas Holek) – Czech Games Edition
- Shackleton Base (Fabio Lopiano, Nestore Mangone) – Sorry We Are French
- TerminusĀ (Earl Aspiras, Tom Volpe) – Inside Up Games
- Unconscious Mind (Laskas, Jonny Pac, Yoma, Antonio Zax) – Fantasia Games
Personally, I’m a little surprised that Stefan Feld’sĀ Civolution didn’t get nominated, as this is the kind of game that the JdA often features.Ā However, I’m quite pleased that they includedĀ Terminus, as I think it is an excellent game that has largely flown under the radar.
The winner of the JdA will be announced in October.Ā Congratulations to the nominated designers and publishers!
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Alison Brennan: Game Snapshots ā 2025 (Part 18)
One of the notable differences between normal gaming conventions and the Gathering is the number of high profile designers walking around and the relatively high proportion of prototypes on the tables be they works in progress, or close to final and being shown off to publishers, or being spruiked to build word of mouth. Well, the days of me fawning over designers are long over and to be honest I try to avoid playing prototypes. I donāt want to waste time on a half-baked idea needing serious tweaking, I donāt want to be responsible for ideas to improve things, I like playing with nice components, and I donāt particularly get a kick out of being āfirstā to play something before itās released.
However it seems almost inevitable that youāre going to be sucked into a few (because thatās whatās on offer as youāre wandering around) and I tried to tackle them with good grace and responsibility. The good news was that they were all decent, which probably isnāt that surprising given the track record of the designers there. Mind you, there was nothing that set my mouth frothing in anticipation either. And while some prototypes were a bit rough and ready, there were others that were indistinguishable from produced games so good were the components. Anyway, I felt I did my bit, helped shared the load, but I was always happy to get back to the ārealā stuff once done.
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