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Two games, two Deutscher Spiele Preis wins: Ark Nova designer Mathias Wigge takes second title with Sanctuary

German board game designer Mathias Wigge has pulled off an impressive feat at the Deutscher Spiele Preis – Germany’s biggest community-voted board game award – by winning with both of his first two standalone games, Ark Nova and Sanctuary.

Sanctuary claimed top spot in the annual award ahead of Pegasus Spiele’s commercial hit Boss Fighters QR and space tourism-themed worker placement title Galactic Cruise, which has already scored a string of major award wins.

The win also cements Feuerland Spiele‘s position as the most successful publisher in the Deutscher Spiele Preis since the company was founded in 2012, with four victories – twice as many as any other publisher over that period.

Feuerland scored an early DSP victory with Terra Mystica in 2013, before a flurry of three wins in eight years via Wingspan in 2019, Wigge’s debut design Ark Nova in 2022, and Sanctuary this year.

Feuerland managing director Stefan Rink told German broadcaster WDR after this year’s award ceremony that Sanctuary had already sold 20,000 copies in Germany, with the publisher hoping the award would provide a further sales boost.

The game, released in Germany as Artengarten last year, aims to offer a shorter and more accessible take on Ark Nova’s zoo-building and wildlife conservation theme, replacing much of the original’s card-driven gameplay with tile placement.

Feuerland also positioned the game at a lower price point than Ark Nova, with a recommended German retail price of €49.90 against €64.90 for the original.

The DSP victory is Sanctuary’s first major award success, having previously picked up a recommendation in this year’s Kennerspiel des Jahres prize and a nomination as Medium Game of the Year in BGG’s Golden Geek awards.

The win follows huge critical and sales success for Wigge’s predecessor design Ark Nova, which had sold more than 300,000 copies worldwide and racked up over 10 million plays on Board Game Arena according to a report from German newspaper Der Patriot in February this year – as well as being ranked in second place among all the titles on BoardGameGeek.

Runner-up Boss Fighters QR, designed by Michael Palm and Lukas Zach, has become a big sales success for Pegasus Spiele, which reportedly ordered the largest initial print run in its history for the game’s launch at Spiel Essen last year – and followed up with another record-sized print run to meet demand.

That title has already sold more than 100,000 copies in 17 countries according to German board game journalist Johannes Blumenberg, who runs the website Ministerium für Brettspielspaß.

The app-driven cooperative game spent six years in development, with Palm and Zach revealing that extensive work was needed to ensure its QR code scanning technology operated reliably and to develop the digitally controlled bosses.

The designers previously won the 2023 Spiel des Jahres with Dorfromantik: The Board Game, which also finished runner-up in that year’s Deutscher Spiele Preis behind Planet Unknown.

Boss Fighters QR was also nominated for this year’s Kennerspiel des Jahres, alongside Moon Colony Bloodbath and eventual winner Rebirth.

Galactic Cruise’s third place finish follows a striking awards run for the game, which was the first major release from US publisher Kinson Key Games.

The title, designed by TK King, Dennis Northcott and Koltin Thomson, had already been crowned Heavy Game of the Year at BoardGameGeek’s Golden Geek Awards in May, before taking Game of the Year, Best Strategy Game and Best Game from a New Designer at the Dice Tower Awards in August.

Galactic Cruise was a significant crowdfunding success for Kinson Key, raising more than $807,000 from over 8,000 backers through its original Kickstarter campaign in 2024, before securing another $769,000 for an expansion and reprint earlier this year. The game is published in German by PD-Verlag.

Last year’s Deutscher Spiele Preis went to Tomáš Holek’s space exploration game SETI, published by Czech Games Edition, which took top spot ahead of Endeavor: Deep Sea and Bomb Busters.

Other winners over the past decade have included Forest Shuffle, Planet Unknown, Lost Ruins of Arnak, The Crew and Azul.

Board game publishing and distribution giant Asmodee secured four places in the top ten of this year’s DSP – with Fate of the Fellowship, Take Time, Cozy Stickerville and Forest Shuffle expansion Dartmoor – although none of its releases broke into the top three.

Germany’s Frosted Games was represented twice, through Reiner Knizia’s Kennerspiel des Jahres winner Rebirth in sixth place and Star Trek: Captain’s Chair in ninth, while Kosmos took eighth with River of Gold.

This year’s children’s Deutscher Spiele Preis went to Wojciech Grajkowski’s Toriki: The Castaway Island, published by Mirakulus, ahead of Mooki Island and Paleolino.

The Deutscher Spiele Preis, which has been presented since 1990, is decided by public voting among players in Germany, Austria and Switzerland, rather than a specialist jury.

Organisers said “many thousands” of players took part in this year’s voting. Eligible games were released in German between May 1, 2025 and April 30, 2026, with the winners announced at the Spiel Essen game fair.

The post Two games, two Deutscher Spiele Preis wins: Ark Nova designer Mathias Wigge takes second title with Sanctuary first appeared on .

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How to Win at Julius Caesar (Three Basic Tips, #16)

We haven’t had a strategy post for some time here! Let’s do one on a classic – but one I only discovered two years ago: Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games), the block wargame on the Roman Civil War between Julius Caesar and Pompey. As per usual, we follow the structure of three basic tips which new and intermediate players can easily remember. First, we look at the low-hanging fruit of the early game, then at how to keep or gain initiative in the mid-game, and finally, there will even be spiritual advice.

If you want to read more posts like this strategy post – for example my upcoming deep dives on the God cards in Julius Caesar, I strongly recommend you subscribe to the blog: All new posts in your inbox right when they go live!

Race for the East

The victory conditions in Julius Caesar are straightforward: Have 10 victory points (VP) at the end of any year or more VP than your opponent at the end of the full five years of war. Absent the rare VP from a leader kill, these come from the control of victory cities on the board (up to 13). At the beginning, Pompeius controls cities worth 7 VP, Caesar only Massilia for 1 VP. That leaves five VPs in vacant cities: As it is much easier to take empty cities than those defended by your opponent, these should be your focus for the first year.

VP cities: Pompeius’s holdings are green, Caesar’s red. Rome and the three cities in the Greek East in blue are up for grabs.

2 VP come from Rome, which Caesar must take and hold early (which shouldn’t be a problem for the plethora of Caesarian legions nearby). That leaves the 3 VP from three cities in the Greek-speaking East (Athens, Byzantium, and Ephesus) as the first spaces of contention between the players. Either should send an army there early, and make it strong enough not to be swatted away by the other. Especially when you use the Free Deployment, you can try to position yourself for the rush to the east. Try out a few different deployments, maybe with navis (ships) in different ports to reach cities by sea – or block your opponents from doing so. Which brings us to…

Win Naval Superiority

Once the front lines are drawn, ships become even more important. As defenders have the combat advantage of dealing hits first when battle priorities (ranging from A to D) are tied, defending is a lot easier than attacking in Julius Caesar. Successful attacks thus hinge on local superiority, and ships are the way to achieve it:

  • You can transport your land forces amphibically much further than they could march on land. Instead of bashing your head against a well-prepared defensive position, your amphibious force can go ashore where the enemy is weakest.
  • Instead of being limited to however many troops you can march into battle by road (four on a main road, two on the regular roads), the ships can join attacks on port cities and give you the boost needed to overcome the defenders.

Whoever has naval superiority thus usually decides where the action happens. You should gain it, or at least deny it to your opponent.


Caesar has gotten a massive fleet of four blocks into the Mare Internum, which gives him a plethora of offensive options: He can transport land forces to Sicily (1a) or North Africa (1b). He can strike east into the Mare Aegypticum and, in the following turn, directly attack Alexandria (2a) – defended by the lone blue Cleopatra block – or Antioch (2b) – defended by the lone green Pompeian block. He could also sail up the Aegean and into Propontis and help force the straits in a combined land-sea attack in the following turn (3).

Don’t Overdo It With the Gods

Yes, I know. The God cards look great. Surprise attack with Mars! Bonus movement with Mercury! Volcanic eruption with, well, Vulcan! They are, however, not always better than the regular move/levy cards, and the more you have of them, the less flexible you are. So: One God card is fine (although I have sometimes discarded the only God card I was dealt). Two are a lot, and you should strongly consider discarding one of them. If you are ever dealt three, curse your luck and discard one for sure.

Over the next weeks, I’ll add a few more specific thoughts on the God cards. Watch this space.

Which of these cards would you discard on turn 1? Does it make a difference if you’re playing as Caesar or Pompeius?

Which tricks do you use to win at Julius Caesar? Let me know in the comments!

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