Home Premio Archimede Edition 2023

Edition 2023

The PREMIO ARCHIMEDE 2023, organized by studiogiochi, is centered around the invention of new, original board games. The prize is dedicated to the great Alex Randolph – who was its president for the first 7 editions – and so far has helped over 50 authors to fulfill the dream of having their game published. The participation (single or group) is open to everyone, with no age or residence restriction. The participating games must be sent by March 31st, 2023.

The closing ceremony will take place approximately around mid-September 2023 in Venice thanks to the collaboration of the City of Venice, within an ampler framework of initiatives aimed at the spreading of gaming culture and at preventing the rampant gambling disorders. Thanks to the publishers’ support, the winning authors will receive a total of €3.500 in advance on the future royalties accrued through the publication of their games.

In addition to the Premio Archimede, the Jury will also assign several other awards, trophies and special prizes, such as:

  • Special Mention Sebastiano Izzo to the game that would have been a favorite of Sebastiano Izzo, unforgotten “game buddy” that we like to honor in each edition.
  • Special Trophy Cartamundi to the best card game. Thanks to Cartamundi support, €500 will be granted in advance on future royalties of the game.
  • Special Trophy Scienza in Gioco to the best science themed game with educational and informative purposes, assigned by the Institute for Photonics and Nanotechnologies of the Consiglio Nazionale delle Ricerche (IFN – CNR).

The Musée Suisse du Jeu will house a display of both the finalist games and the Special Trophies winners.
The award is also recognized by SAZ (Spiele-Autoren-Zunft, the international game designers association), by UISP (Unione Italiana Sport per Tutti) and by GioNa (Associazione Nazionale delle Città in Gioco) for its socio-cultural and inclusive values; it is in fact a playful and recreational activity that promotes the right to play, for everyone and for all ages.

Download the Premio Archimede 2023 Notice of Competition from the left menu.

MORE AND BETTER GAMES, READY TO BE TESTED!

This year, Premio Archimede will display a whole new structure, aimed at increasing the quality and number of games admitted to the final, thus also increasing their likelihood of publication.

The selection and developement stage. Upon receipt of each prototype, the Selection Jury will test and evaluate, the potential of the game. This edition’s biggest novelty will be that the Jury will immediately contact the authors of the most interesting games in order to suggest, where necessary, possible improvements to perfect the game. The contacted authors will be able to try to implement the Jury’s suggestions, taking care to send any updated versions of their games, which will be then re-evaluated.
In this way, even the games that in the past would not have reached the finals (because they needed further developement, even if they displayed a good potential), will now be able to aspire to it. The games that after this process will reach a level of quality deemed satisfactory, will be admitted among the finalists.

Developement timing. The refinement of the prototypes may take a long time, so we suggest the authors to register and send their games as soon as possible: the sooner the prototypes arrive, the more time there is to complete their developement.

The final. In Venice, during the week preceding the closing ceremony, all finalist games will be played, tested and evaluated by the Final Jury, composed of editors from many of the major publishing companies in the world. Finally, the winners of the Premio Archimede 2023 (and of the collateral awards) will be announced during the closing ceremony.

Publication. With this new system, the games that make it to the finals will have a very high chance of being published and thus find the way to comercialization. To facilitate and speed up the decision process of the various publishers, the authors of the finalst games will be asked to send more copies of their prototype.

IFN – CNR will also organize the fourth edition of the FOTONICA IN GIOCO competition, open to all Italian high school students, aiming at realizing an original board game with educational or informative purposes (www.fotonicaingioco.it). The classes that will produce the three best projects will take part in the closing ceremony, which will be held simultaneously with the Premio Archimede.

The Matematica in gioco project is a school-work alternation course organized by the Pop-mat laboratory and by the Fablab of the University of Trento in which games designed by Mathematics students will be analyzed, perfected and manufactured by a team of high school students of different specializations. Among the games developed in this context, one will be selected for participation in the Premio Archimede.

JURY

There will be two separate Juries, who will work in different phases of the competition. During the 1st phase, only the Selection Jury will work on the games. Its members are:

Leo Colovini (president)

Born in Venice in 1964, Leo Colovini begins his ludic adventure at about 12 when he meets Alex Randolph, playing chess in a club of Venice. Passionate about games  since ever, he is really struck by the “Master”, and becomes a goer of Randolph’s office. He takes part to the game tests with enthusiasm and never misses a single occasion to show Alex his naive and odd ideas. As time goes by, his ideas start to refine themselves and Leo finally presents to the severe judgement of his “Master” an interesting mechanism for a game, but, even if Randolph tries more than once to put his hands on it, the game doesn’t make it to be published. After one year they realize together Drachenfels, which is Leo’s first published game (Schmidt Spiele).  Two years later (1988), again in collaboration with Randolph, it is the time of Inkognito, published by MB, a great success (part of the list of Spiel des Jahres, and winner of the Sonderpreis – the special prize of the critics).  After several years Piatnik publishes Die Magische Sieben the first game signed by Colovini as a unique author. In 1993 he signs, together with Dario De Toffoli, Marco Maggi and Francesco Nepitello, the Role Playing Game Lex Arcana (Dal Negro). In 1993 he definitely leaves his job in the bank and begins to work full time for games. In 1994 Die Oster Insel is published by Blatz Spiele: this game also enters in the list of Spiel des Jahres. In the following years, the works with Dario De Toffoli increase until together with Alex Randolph they found Venice Connection. After several years he gets a history degree with a game-thesis about Charlemagne, and many of his games are published: Carolus Magnus in 2000 and Clans in 2003 (Winning Moves) that almost win the Spiel del Jahres by getting one of the three nominations. With his game Leo muss zum Friseur he wins the Deutscher Kinderspiele Preis 2016, gets very close to the victory of the Kinderspiel des Jahres 2016 (being among the three nominated games) and wins the Spiele Hit für Kinder 2016.

Giuseppe Baggio

One of the best Shogi italian players, he is really passionate about all games created by Alex Randolph. Giuseppe Baggio loves abstract boardgames, but he always enjoys playing any other kind of game.
Well, he loves to play and for this reason he became member of the Premio Archimede Jury.
With studiogiochi he contributed to the realization of the chapters about Shogi (japanese chess), the ones about heterodox chess for the book Il grande libro degli scacchi and he helped out in the proof-reading of many headwords of the Enciclopedia dei giochi by Giampaolo Dossena.

Federico Colovini

Figlio di Leo Colovini, play-tester, sviluppatore, redattore, traduttore e ora anche autore: non c’è che l’imbarazzo della scelta! Chissà se gli rimarrà tempo per coltivare le sue altre grandi passioni… fare il Mastro Birraio, l’Egittologo o magari rifugiarsi in un bel LARP di quelli tosti?

Piero Modolo

Born in 1991, he is passionate about every type of games (from boardgames to videogames) but, particularly, of trading card games (before Yu-Gi-Oh!, now Gwent online has become his favourite game).
He graduated in philosophy in Venice, and after the positive experience with Premio Archimede 2016 he entered as a member of the preselection jury of the contest, with the responsability to connect the games (and their authors) with italian and international jurors.
He is at the forefront of testing new games and helping in various projects of the studio.

Dario Zaccariotto

Born in Dolo (near Venice) in 1968, he has a playful childhood.
In the beginning of the 80’s he gets in touch with the association MultigiocoClub from Mestre, and immediately becomes their “mascot”, being the youngest of the group. He is called from everybody Darietto [little Dario], in order not to get mixed up with the other Dario, “Darione” [big Dario] De Toffoli. Since he has a daughter, many friends call him Zack, but some nostalic ones still call him with the first nickname.
Beeing in touch with De Toffoli becomes a lasting status, and gradually he starts to collaborate with studiogiochi: he runs tournaments, develops boardgames and produces puzzles and other games for the press.
The big jump happens during the editions of the Italian Game Festival: he is responsible for some entire sections. Starting from that moment “Darietto” really understands what he wants to do once he grows up and soon he gets the chance to cross the great sea that separates “saying” from “doing”.
All the rest is topicality: he writes books and collaborates in the creation of games, and especially has a great pleasure presenting new puzzles to people, especially logic and numeric ones.
Suddenly one day he surprises everybody that sees him as a cold  calculator by winning an international poetry competition (www.centrostudivignola.it), with his first and last verses ever written.

The Jury will evaluate all the prototypes, keeping in mind the following criteria, in order of importance:

  • Publishing potential, i.e. the chances the game has of being considered by a publisher
  • Originality of the game’s mechanics
  • Playability, balance and functionality of the mechanics
  • Fun
  • Functionality of the prototype and clarity of the rules

It must be specified that while the quality of the prototype (and, above all, of the rules) weighs little on the overall evaluation of the game, at the same time it is a fundamental condition for a correct playthrough of the game and the enjoyment of all the other features.

The Final Jury, at the moment, is composed by:

Dario De Toffoli (president, Italy)

Dario De Toffoli was born in Venice in 1953. He first entered in contact with the gaming world in the early Eighties, and his life has never been the same since.
Bit by bit he abandoned his career as a chemist and begun working on all aspects (competitive, technical and cultural) surrounding all kinds of games: Board games, card games, puzzles, brainteasers, mathematical games

This newfound interest is what motivated him to found studiogiochi in 1987.

Dario De Toffoli is

  • studiogiochi’s founder
  • a freelance journalist, writer and game author
  • the director of the Italian Games Archive in Udine
  • decorated from the PLDA with a special Career Prize “Ludic personality” in 2007
  • awarded with the Best of Show Career Prize, Lucca Comics and Games 2017
  • Pentamind World Champion of 2002 and 2012

Hadi Barkat (Helvetiq, Switzerland)

Hadi is the CEO & Founder of Helvetiq, an international publisher of games and books based in Switzerland. Game designer. Book author. Tennis geek. Roger Federer, Haruki Murakami and Boston Celtics Fan.

G. Aguirre Bisi & V. Emer (ThunderGryph, Spain)

Gonzalo Aguirre Bisi is a passionate gamer and game designer that joined the gaming industry in 2007 working as a video game publisher. Gonzalo grow up back and forth from Italy to Peru and he moved back definitely to Rome in his adulthood to attend to La Sapienza university. Now he is living between Rome and Sevilla, a city he fell in love with.
Since 2014 he has been developing the business side of ThunderGryph with the aim to develop and publish board games.
With five years from launch, ThunderGryph’s counts eighteen published games.

M. Bruinsma (999 Games, The Netherlands)

My name is Michael Bruinsma, and I was born in 1952 in The Netherlands to a Dutch father and an English mother. In my early life I lived in The Neteherlands, but also in New Guinea, Paris, Spain and Italy in the vicinity of La Spezia. From an early age I played games like Monopoly, Stratego, Risk and others, and later I discovered more elaborate games during my travels. In 1981 I started collecting Avalon Hill and other games, and by 1986 I became a member of Ducosim, a games club dedicated to imported war-, fantasy and other games. In 1990 I visited the Neurenberg Toy Fair and met Mr. Bernd Brunnhofer from Hans Im Glueck Verlag, whom I asked for a representation. I was particularly interested in his railwaygame “1835”, of which I bought 120 copies to sell in The Netherlands. I did not manage to sell it to retail in large quantities, and decided to operate as a mailorder company. I invested the few guilders I had in imported games, mostly from America, and started off. It worked! I went to many games conventions and acted as a market salesman. I even went to Copenhagen, Frankfurt and Antwerp regularly, and reinvested every penny I made so as to build up a wide selection of games and accessories. In 1992 I visited GenCon in Milwaukee, and bought a few roleplaying books from a small outfit called Wizards of the Coast. So, in 1993, I became their representative in Holland for the hugely successful Magic: the Gathering. In 1998 I started publishing boardgames and later cardgames. This was another breakthrough: I had found a huge gap in the market. In 1999 the Pokemon collectible cardgame hit the market and suddenly everything grew out of proportion. The fun was over but the business was great. Now, I lead a dedicated team of 30 specialists and we supply the BeNeLux with wonderful products.

B.e M. Brunnhofer (Hans im Glück, Germany)

Bernd Brunnhofer was born in 1946 near Graz in Austria. He came to Germany in the 60s, studied Sociology and was later a university lecturer. He founded Hans im Glück in 1983 together with Karl-Heinz Schmiel, when they published the small handcrafted game Dodge City. The first games were no big success until in 1991 the breakthrough came with Drunter und Drüber by Klaus Teuber. It was the first german game of the year from a small company and 1994 followed Manhattan by Andreas Seyfarth and 1996 El Grande by Wolfgang Kramer and Richard Ulrich. At least since that time Hans im Glück was a well known in german households.  2001 another milestone came with the worldwide success of Carcassonne by Klaus-Jürgen Wrede. Especially the finetuning of the game by Bernd Brunnhofer was part of that success and every player in world knows today the cute meeple, which was designed by Bernd Brunnhofer. With Thurn und Taxis by Andreas Seyfarth in 2006 and Dominion by Donald Vaccarino in 2009 Hans im Glück won two more games of the year in Germany. Bernd Brunnhofer also is a great game designer himself. His games Sankt Petersburg and Stone Age are well known and popular in the gamers scene. And perhaps he’s just working on the next big thing…

Thomas Cauet (Asmodée, France)

Born in 1977, Thomas leaves in Paris, France. He began his professional life as a software engineer while working part-time for Ystari Games. He is now working full time for Ystari Games, then Space Cowboys, developping games for the Asmodée group. He is co-author of one game (Nefertiti – Matagot) and several scenarios for the Unlock! series. He is also juror for the FLIP (Parthenay festival).

Stefano De Carolis (Giochi Uniti, Italy)

Stefano literally grew up in games, being his father one of the greatest game collectors in the world. He was destined for a career in games, and is now strategic planner for the international game publisher Giochi Uniti(CarcassoneSettlers of Catan). Playing together with Stefano you may experience his dialectics, he also studied international relations actually, a specialization that tourned out to be very useful in his job for Giochi Uniti. So if you ever happen to persuade him to publish one of your games remember this may not be so easy…

Ulrich Fonrobert (Queen Games, Germany)

Ulrich Fonrobert is born in northern Germany in 1967. Games have been with him since he was a child, with his father teaching him the rules of classics like Chess, Skat and Doppelkopf.
He has been collecting games since at least 1979. He joined the German armed forces in 1986, where he used to play dice games with his comrades during otherwise boring evenings. Settlers of Catan and El Grande are two of his (many) favourite games.
In Kiel he found his first permanent gaming group with whom he got part in various board gaming tournaments and championships around Germany. So he met people like Christwart Conrad and Ralph Bruhn, and with their help he became part of Family Games in 2006 and additionally did work for Hall9000 as a reviewer for a short while.
In 2007 he entered in Queen Games, where he is now one of the company’s product managers, tasked with finding the most promising newcomers and novelties to the ever-changing market of board games. After attending GenCon twice and BGG.con five times he is now very much looking forward to whatever Premio Archimede might hold in store for him!

Michele Garbuggio (CMON, Singapore)

Michele Garbuggio is an Italian games developer. Specialized on role-playing games, he’s been working for the past 3 years alongside veteran authors Marco Maggi and Francesco Nepitello, collaborating on the development of The One Ring 2nd edition and working as an editor, rules supervisor and author for Lex Arcana 2nd edition and Zombicide: Chronicles. Additional contributions include Brancalonia, The Spaghetti Fantasy RPG and the upcoming Trudvang Legends. He is currently working as a consultant and developer for CMON.

Thorsten Gimmler (Ravensburger, Germany)

Thorsten Gimmler studied electrical engineering after school. During his studies, his passion for games, which he had already had in childhood, flared up again. He published game reviews in daily newspapers and then began to develop games himself, 13 were published by various publishers. After graduating, he developed lights before turning his hobby into a profession and working as a Product Manager at Schmidt Spiele for 15 years. Since 2020, he has been working as Inventor Relation Manager at Ravensburger, where he is responsible for contact with authors and the search for new games and further development of new game ideas.

H. Grimm & M. Donda (Amigo, Germany)

Holger was born in Frankfurt, Germany in 1975. After studying civil engineering, instead to work for Siemens developing nuclear plants, he decided to work for Amigo in the IT department for 15 years.
In 2016 Holger got the opportunity to join the game development team for Amigo.

Miriam rediscovered her passion for board games while studying ecology (biology). Therefore, she additionally worked in sales and consulted on board games of all kinds. But for her it wasn’t enough to sell great games, she wanted to take a deeper look into the development of games. To do so, she took a peek behind the scenes at Moses and Ravensburger.
Since 2019, she has now been allowed to do her mischief in the editorial department of Amigo.

Hermann Hutter (Huch! & friends, Germany)

Hermann Hutter has founded the distribution company Hutter Trade in 2004. Since then, the company has become established as an integral part of the game world. With its own brand HUCH! and innovative educational and leisure games, communication games with lifestyle character, and strategy games from foreign partner publishers, Hutter Trade has created its own distinctive profile.
Publishing games is a big passion for Hermann. Numerous awards – such as the “Toy Award 2008,” the “Children’s Game of the Year 2007,” and the “German Game Prize 2006” – provide evidence of the company’s success. Led by the joy of playing, creativity and design and an interest in new trends, HUCH! creates game innovations that provide long-lasting fun! Hermann Hutter is a very experienced retailer and is successfully managing numerous shops.

Kevin Kichan Kim (Mandoo Games, Korea)

Kevin Kichan Kim was born 1976 in Seoul. During he was studying Robot eyes in graduated school, he was fascinating to playing boardgames. In 2002, he opened a Boardgame cafe in Seoul and the cafe expanded 16 places in Korea. Then he started to develop games by himself, he founded Korean Association of Boardgame Industry and Korea Boardgame Con. In 2010, he joined in Korea Boardgames as a head of product development. At KBG, he had led the localization of around 150 games, game publishing such as Coconuts, Abraca…What? and more. He quit KBG in 2015 and joined in Happy Baobab as a VP and helped Asian small publishers to develop their product and to find western distributors. From 2017 Fall, he has led publishing company Mandoo Games as a CEO to introduce nice game with beautiful artworks to the world.

Simone Luciani (Cranio Creations, Italy)

Born in 1977, Simone Luciani begins as player and amateur game designer.
He has taken part many times in the Archimede contest, which he won two times, with Portobello Road (best card game in 2008 and his first creation to be published – by Piatnik as Frutti di mare – ) and Marco Polo, Premio Archimede 2012, then published by Hans in Glück and winner of the Deutscher Spiele Preis.
In 2013 Simone began to work with the Italian publisher Cranio Creations where he has now the main role in selecting and developing games. In 2015 Simone left his teaching career (that lasted over 15 years) to be a full-time game designer.

Wolfgang Lüdtke (Kosmos, Germany)

Wolfgang became passionate about games as a reviewer and collector. But when Peter Neugebauer introduced him to the game designer Klaus Teuber and his wife Claudia (almost 30 years ago), the encounter turned into a special friendship, and from then on Wolfgang has been actively involved in the development of new games at an early stage.
Wolfgang’s career as an editor began when he joined the new company TM-Spiele GmbH, which soon enough began to focus on consultancy for other game publishers.
He has edited games published under the Goldsieber label and by KOSMOS until 2013.
Wolfgang regards his ability to recognize whether a prototype has the potential of becoming a good game as one of his strenghts. As an editor at KOSMOS, he continues to take care of part of the family and adult games, and he also continues to be actively involved in the development of games at an early stage.

Klaus Ottmaier (Pegasus, Germany)

Klaus Ottmaier was born 1977 in Vienna. Perhaps he played games before he was able to speak… After school he studied Genetics. 2000 he moved to Cologne where he became a bookseller and a happy father of two sons. This was the time when he started to work on games in a professional way – he became the editor of the small publisher Argentum Verlag. In 2012 he got the great opportunity to work for Pegasus Spiele what he does as the head of publishing till now.

Umberto Rosin (Tana dei Goblin, Italy)

President and co-founder of La Tana dei Goblin Venezia – the most important local gaming association – Umberto organizes gaming events, conventions and tournments attending the most important international kermesse in the field. With his Ph.D. he organized and took part to conferences with board games as a topic, in Lucca, Ferrara and Venice. He knows very well Euro-style board games but has a great expertise also in traditional and collectible card games, war games, role playing games, party games and the classics.

Dieter Strehl (Piatnik, Austria)

Great-grandson of the founder of Piatnik, he is working at the company since 1983. He is Chief Executive Officer since April 1995.

Jay Tummelson (Rio Grande Games, USA)

He graduated from the University of Illinois and began working in data processing at 19. At 50, he decided to follow his passion for games – which he had been playing since childhood – and left data processing to work for Mayfair Games. After two years there, he founded Rio Grande Games. With Rio Grande Games he started publishing games of his own (including working with other firms to publish localized games in their languages), and partnered with foreign publishers to produce their games in English. Since 1998, Rio Grande Games has realized over 750 games, some of whom have won awards, including Dominion, which won the Spiel des Jahres in 2009. In addition to Dominion and its many expansions, their most popular games are Race for the Galaxy, Roll for the Galaxy, Tikal, Bohnanza, Friday, Power Grid, Concordia, Puerto Rico, Torres, Coloretto, Ricochet Robots, Carcassonne and Lost Cities. In more recent years, he has endorsed new designers by participating in game design competitions, as Premio Archimede, and publishing their games.

Both Juries will rely on the collaboration and advice from other selected playtesters.

The jurors of the 2021 edition

PARTNERS

F.A.Q.

Frequently Asked Questions

Can I register more than one game with a single participation fee?
No, each participation fee covers a single game.
What materials are needed to properly register for Archimede?
To complete the entry, you must send to archimede@studiogiochi.com the rules of the game, photos of the game setup, a scan of the participation form, and a receipt of payment of the entry fee. Of course, you must also send us the prototype!
Do the rules and the duration of the game have to comply perfectly with the limits imposed by the notice?
The limits imposed by the notice are not rigid. They are guidelines to get a sense of what we expect – more or less – in terms of duration and complexity of the rules.
I entered a game to Premio Archimede, can I continue to seek a publisher on my own?
No, the application form, which is a contract, stipulates that studiogiochi will be responsible for finding a publisher for your game until the option expires.
When will I get feedback on my game?
You will receive feedback as soon as we are able to play the game. The sooner we get it, the better chance we will have to work on it.
If my game is admitted to the finals, will it surely be published?
Although we are committed to find a publication for all the games we bring to the finals, an admission to it does not automatically imply publication.
Can I send the prototype without some components? Can studiogiochi use its own components?
No, the games must be fully playable, so all the necessary materials must be present.
Can I enter a prototype that involves the use of intellectual property?
Yes. Keep in mind, however, that an intellectual property involves complications in terms of publication.
What happens when my game is submitted to the option contract?
The option contract included with the entry to the competition, stipulates that studiogiochi will be the one to search for a publishing contract for the game, and that the royalties accrued from the publication will then be divided between studiogiochi and the author.
How many games can I submit as an author?
There is no limit to the number of games a single author can submit. However, we prefer to receive fewer but better developed games.
When is the deadline for submitting games?
The deadline for submitting games (the date of mailing will count) is March 31, 2023.
Do I need my prototype to be fully illustrated or have professional features?
No. The important thing is that the prototype is well playable. Illustrations can be of any quality, as long as they help in understanding and playability.
Can I submit a game that has been previously published?
No.
Can I submit a game that I have previously self-published?
It depends on the circulation the game has had. If it has been a minimal circulation, the game may be allowed, if it is a larger circulation, it may not.
Can I submit an unpublished variant of an already published game?
It depends on whether the variant stands on its own or if it is just an expansion. Of course, the more mechanisms are taken from the published game, the less original the game will be and the more difficult it will be to make it to the finals.
Can I submit a game that I had already submitted to a previous edition of the Archimedes Prize?
Yes. However, we will expect substantial changes and an attempt to fix the problems the game had in its previous iteration.
If I have further questions, to whom can I turn?
Can I deliver the prototype by hand if I am in or near Venice?
Certainly, our address is San Polo 3083, 30125, Venice, but it’s always better to contact us before by phone (+39 041.5211029) for an appointment.

For further questions, write us at: archimede@studiogiochi.com