Kennerspiel 2026: Three Nominees, One Theory of What Gamers Want
Show notes
What the episode covers
The 2026 Kennerspiel des Jahres shortlist pits three nominees against each other as three competing answers to one question: where should complexity actually live in a game built for experienced players? Grant and Miles walk through all three designs — the hybrid app-driven cooperative brawler Boss Fighters QR, Donald X. Vaccarino's inverted deck-builder Moon Colony Bloodbath where the shared Progress deck is both your construction and your doom, and Reiner Knizia's stripped-back tile-placement game Rebirth where restraint does the heavy lifting. Along the way, they debate whether offloading boss logic to an app is genuine design or a workaround, whether Vaccarino's so-called engine-losing mechanic is a truly new category or a pessimistic spin on something familiar, and whether Knizia's elegant minimalism is harder to pull off than it looks. The episode lands on a concrete design principle: deciding where to hide difficulty is itself a design decision, not just a tuning knob.
Timeline
In this episode
7 moments worth skipping to. The timecodes match the player above.
- 0:15Introduction
- 3:04The Verdict Is In: What July 12 Actually Means
- 5:34Boss Fighters QR: When the App Is the Opponent
- 8:58Moon Colony Bloodbath: Building the Thing That Kills You
- 12:45Rebirth: Knizia's Argument for Restraint
- 16:08The Jury's Bet and What Designers Should Take From It
- 18:08Outro
Quick answers
Straight from the episode
The questions this one settles, without the listen.
- What is the Kennerspiel des Jahres and why does winning it matter?
- The Kennerspiel des Jahres is the German connoisseur game award aimed at players who already have hobby experience, as opposed to the family-friendly Spiel des Jahres. Winning it carries a massive commercial impact, with Grant citing a 10x-to-20x sales boost, making it as much a market signal as a design honor.
- How does Boss Fighters QR use its app, and is that considered good design?
- Boss Fighters QR runs branching boss behavior through a phone app while keeping all player decisions at the table. Miles argues this is the key line in hybrid game design: bookkeeping and complexity go to the app, but player agency stays physical. Grant and Miles frame the jury's nomination as a verdict on the quality of its execution, not a blanket endorsement of app-driven games.
- What makes Moon Colony Bloodbath's deck-builder mechanic unusual?
- Moon Colony Bloodbath uses an inverted deck-building structure where all players contribute to a shared Progress deck that simultaneously builds their colonies and causes their eventual destruction. Miles labels this 'engine-losing,' and argues the key distinction from games like In the Year of the Dragon is that players themselves author the disaster, shifting the psychological weight of the experience.
- How does Rebirth differ from Carcassonne if both involve tile placement?
- The hosts identify immediate chain scoring as the critical difference. In Rebirth, every tile placement triggers scoring along farm chains right away, meaning decisions compound instantly. In Carcassonne, scoring waits until features are closed, creating a different strategic rhythm. Grant describes the interplay between castle area control and farm scoring as the game's core mechanical tension.
- Which 2026 Kennerspiel nominee did Grant and Miles each think deserved to win?
- Miles argued for Moon Colony Bloodbath, calling its 'players author their own downfall' structure genuinely new psychological territory. Grant made the case for Rebirth, contending that hiding real difficulty inside simple-looking decisions is the harder design achievement and more representative of Knizia's design philosophy.
- What is the central design lesson the hosts take away from the 2026 Kennerspiel nominees?
- Miles articulates the takeaway as this: where complexity lives in a game is a deliberate design decision, not just a tuning knob. Whether difficulty sits in rules, in an app, in a shared mechanism, or inside deceptively simple choices each represents a distinct design argument about what a connoisseur game should feel like.
Transcript
The full conversation
Every word of the episode, 2,976 of them, in the order they were said.
Read the transcriptHide the transcript
GrantOkay, the Kennerspiel des Jahres shortlist dropped, and I have to say, three nominees, three completely different bets on what a connoisseur game is even supposed to be.
MilesWelcome back to the Design Deck, everybody. I'm Miles.
GrantAnd I'm Grant. And Miles, I've been staring at this list since May 19th, trying to figure out which one of these is actually going to win.
MilesYeah, same. And the stakes are not small. BoardGameWire reported that Pegasus Spieles co-founder said winning the main... Main prize can boost a game's sales 10 to 20 times in the months after the announcement.
GrantRight, which means the jury isn't just handing out trophies, they're making a market call.
MilesExactly. So here's what we're doing today. Three games, one crown.
GrantOkay, Boss Fighters QR, cooperative monster bashing where the boss literally runs on an app. The jury called it out specifically, and wait for it, they still nominated it.
MilesWhich tells you something.
GrantRight. Then, Moon Colony Bloodbath. Donald ex Vaccarino, the guy who designed Dominion, basically inverts the deckbuilder: the deck that grows, kills everybody. Just the name alone earned it a spot on my watch list, honestly. Then Rebirth from Reiner Knizia—Clean, Spare, the anti maximalist argument.
MilesThree different answers to the same question: Where does the complexity actually live in a game designed for experienced players?
GrantAnd we've got opinions-strong ones.
MilesWow.
GrantWe'll get into all three designs, and then land somewhere on which one we think deserved the crown.
MilesAll right, the jury reviewed five hundred and seventy one games to get the To get to this short list, ICv2 conforms the full nominee list, so let's start with the one that probably raised the most eyebrows in that jury room.
GrantBoss Spiders QR Hybrid App Design on the Kennerspiel Stage The math on that is wild!
MilesWhich tells you something.
GrantThen Moon Colony Bloodbath-Donald ex Vaccarino, the guy who designed Dominion, basically inverts the deck builder: the deck that grows kills everybody.
MilesJust the name alone earned it a spot on my watch list, honestly.
GrantThen Rebirth from Reiner Knizia-Clean, Spare, the anti maximalist argument.
MilesThree different answers to the same question: Where does the complexity actually live in a game designed for experienced players?
GrantAnd we've got opinions-strong ones. We'll get into all three designs and then land somewhere on which one we think deserved the crown.
MilesAll right, the trio reviewed five hundred and seventy one games to get to this short list. ICv2 confirms the full nominee list, so let's start with the one that probably raised the most eyebrows in that jury room.
GrantBoss Fighters QR, hybrid app design on the Kennerspiel stage. The math on that is wild. July twelfth Berlin The jury calls the Kennerspiel winner, and just like that one publisher's print run planning changes overnight.
MilesAnd if you're not already tracking the Kennerspiel des Jahres, let me give you the quick brief. Kennerspiel means "connoisseur game of the year." Think of it as the Oscars for games that take more than twenty minutes to explain. The audience already plays; they want something that challenges them.
GrantAnd the sales math behind that trophy is wild. Pegasus Spiel co-founder Karsten Esser told BoardGameWire that winning the main prize can boost a game's sales 10x to 20x in the months after the announcement.
MilesWow.
GrantThat's not marketing. That's a market signal.
MilesRight, and this year the jury was working through a record pile. ICv2 reported 571 games reviewed total, 440 just across the Spiel and Kennerspiel categories. Categories
GrantFive hundred seventy one!
MilesYeah, and out of all that, three games make the Kennerspiel shortlist. Three!
GrantOkay, so get this: When I look at a shortlist, I don't think three great games. I think three competing arguments. What is each one saying the field should be doing?
MilesThat's exactly the right frame, because this year's three, Boss Fighters QR, Moon Colony Bloodbath, and Rebirth Aren't just different games, they're almost like a design debate.
GrantRebirth is Reiner Knizia-tight efficiency, every tiny action doing two or three things at once. That's one theory of what a connoisseur game should be.
MilesMoon Colony Bloodbath is Donald X Vaccarino, the Dominion guy, going somewhere much darker and more spatial-another theory entirely.
GrantAnd then there's Boss Fighters QR
MilesWhich requires a phone to play.
GrantA Spiel nominee that requires a phone.
MilesThe jury flopped it directly; they acknowledged that app dependency turns off a lot of players, but they still nominated it; they said they admired the skill of the integration.
GrantSo the jury just told every designer in the room, "We'll look past the phone if the design earns it." That's a position; that's them drawing a line in the sand. And
MilesAnd Boss Fighters QR is the most provocative entry on that shortlist for exactly that reason. So what does the phone actually do, and does it earn that pass from the jury?
Grantthat is the question. Okay, so let's actually get into the mechanics of Boss Fighters QR, because the phone thing is doing a lot of work here.
MilesSo for anyone not familiar, deck building means you're constructing a personal hand of cards during play, improving it over time. Boss Fighters QR does that, but flips who your opponent is. Every card has a QR code on the back. You scan it and the app reads the action in real time, then decides how the boss reacts.
GrantRight, and this isn't just tracking hit points. Big Boss Battles review noted that if you hit too hard, the boss enrages. Stall too long, it escalates its own attack pattern.
MilesWow.
GrantThe app is running branching behavior.
MilesWhich is what digital boss battles have always done. That's the whole slavish fire fantasy. A villain that actually responds to your choices. Physical co-ops have chased that for years.
GrantAnd mostly failed. I mean, Pandemic Legacy's rotating disease events were clever. However, but the Boss was always a static rule system.
MilesRight.
GrantYou were reading the room; the room wasn't reading you back.
MilesExactly. And that gap, our reactive villain, is hard to close with cards and tokens.
GrantSo my question is, does offloading that to software count as Design or is it just outsourcing the hard part?
MilesYou knew I was going there.
GrantI'd do the math.
MilesLook, I've seen this play out a hundred times with Hybrid games. The ones that fail. I'll put the interesting decisions in the App. The ones that work keep player agents.
Grantand see at the table, and let the app handle the bookkeeping.
MilesAnd Palm and Zach were apparently deliberate about that line. Lucas Zach said in a Pegasus interview that if the app does too much, players say, "I might as well just play on my PC." They kept status tokens and card feel physical on purpose.
GrantSo what the app runs is boss logic, the branching logic, the phase shifts, the enrage triggers; what stays at the table is everything the players do-hand management, combos, targeting. That's the split!
MilesOkay, I'll give them credit for that; the campaign structure also helps. Ten bosses, physical loot boxes after each fight that upgrade your deck-big boss battle noted each boss is its own puzzle, not just a bag of hit points.
GrantNoted: Some require you to break armor before dealing real damage; others summon minions, shift phases, change weaknesses mid fight; the opponent makes that feasible without a forty page rulebook.
MilesWhich brings us back to the jury. Tabletop Sentinel pointed out the jury are confident more than ninety per cent of games will stay electronics free, but they admire the skill of this integration. That's a carefully worded endorsement.
GrantIt's not 'apps are great,' it's 'these designers used one well.' There's a real difference.
MilesAnd that's the actual design lesson: the app didn't replace the design problem, it relocated one specific
Speaker 3problem.
Speaker 4A specific piece of it, the players still carry the cognitive load of the deck.
GrantWhich is Completely different from the philosophy with the next nominee does: Moon Colony Bloodbath buries all that complexity inside a communal deck. No screen, no scan, just a pile of cards the players themselves poisoned!
Speaker 4Two designers, same problem: how do you build a gamer's game without burying people in rules? One handed it to a phone. The other hid it in the cart.
GrantAnd the approach you choose shapes everything else about the experience at the table.
MilesOkay, flip the whole premise, no app, no screen. Moon Colony Bloodbath puts all the complexity inside a single shared deck that every player builds together, and then suffers through together.
GrantAnd the guy who invented the deck builder in the first place is the one doing this. Vaccarino created Dominion, Spiel des Jahres two thousand nine, over two and a half million copies sold, basically by accident, working on a combat system that wasn't gelling invented a mech The mechanism where each player grows their own private deck-that fix became its own genre.
MilesRight, and in Dominion, your deck is yours. You tend it, you optimize it, nobody else touches it. Meeple Mountain described Moon Colony Bloodbath as an engine building, engine losing tableau game. Those last two words, engine losing, that's the whole design argument. Engine losing.
Speaker 4That's a new one.
GrantSo walk me through what actually happens at the table. Everyone contributes cards into a single shared Progress Deck—that's the term, Progress Deck—and the deck drives the game forward: it flips cards, those cards fire events at everyone simultaneously, killer robots, moonquakes, food shortages. The more you build, the more catastrophe you're cooking into the system.
MilesAnd the win condition is what, survive the longest?
GrantSurvive the longest. Last colony with living astronauts wins. you're not racing toward a finish line, you're just bleeding slower than everyone else.
MilesI mean, that is one way to design a victory condition.
GrantWargamer called it an elegant engine whose narrative is built into the very nuts and bolts of the bloodthirsty killing machine, because the theme isn't flavor text slapped on a box, the game state is the story.
MilesOkay, so here's what I'm wrestling with. Stefan Feld did something adjacent within the Year of the Dragon back in... In back in two thousand seven, scheduled disasters, everyone bracing for the same incoming events-that's not new. What's Vaccarino actually adding?
GrantThe shared construction-in Dragon you know what's coming but you didn't put it there; in Moon Colony Bloodbath you built the disaster yourself, you added that card, you signed off
Speaker 5Yes.
Granton it-FroGames describe the whole design as a game where building and losing are the same move.
MilesThat's a meaningful distinction. It shifts the psychological weight entirely.
Grantentirely, completely. And that's where the jury's commentary lines up. They drew a direct comparison to Daybreak, the 2024 Kennerspiel winner, where the game uses mechanics to comment on technology and collective consequence. Moon Colony Bloodbath is doing the same. The robots that were supposed to help you are the ones that eventually come for you.
MilesWhich tracks with basically every tech project I've ever watched from the outside. died.
GrantRight?
MilesSo is engine-losing a genuinely new design category, or is it engine building with a pessimistic wind condition bolted on?
GrantI think it's new when the loss is mechanically authored by the players, not just inflicted by the game. That's the distinction. You feel responsible.
MilesI'll grant you that. The math is interesting. You're always choosing between adding something that helps you now... And loading a gun pointed at everyone's head later.
GrantAnd you never stop pulling the trigger, because stopping means falling behind-that's the trap.
MilesI noticed. So Boss Fighters' QR solved the reactive villain problem with software; this one buries the same tension inside a deck you helped assemble. Two totally different answers to the same design question. The next nominee going in the exact opposite direction, stripping systems out entirely instead of stacking them.
GrantReiner Knizia: One tile per turn, and you score immediately. That's where we go next.
MilesSo, on the opposite end of that spectrum-Babylonia: Knizia's argument for doing less.
GrantAnd I mean that in the best way possible-tile placement where you're literally placing one tile per turn and scoring it immediately, plus area control around castles-that's the whole rulebook.
MilesArea control, meaning surround a castle with more tiles than your opponents, you own it; five points at game end.
GrantHmm.
MilesCastle changes hands as the board fills; that tension is where the game lives.
GrantAnd the farm chain scoring-you score one point for connected tile and a matching group the moment you place it, so a small cluster early is fine, but if you build that chain to eight or ten tiles?
MilesThe math starts getting interesting fast.
GrantExactly. A simple rule compounding decisions.
MilesOkay, so the dual board structure: Scotland gives each player private mission cards-personal hidden objectives-Ireland flips those to public shared goals-every one races to complete first.
GrantTwo completely different psychological experiences on one board. Scotland is about concealing your angle; Ireland is a foot race where everybody sees the finish line.
MilesI love that as a design move.
GrantTwo games, one box, five minute rules teach either way.
MilesAnd BoardGameWire.com flagged why this nomination carries extra weight: Knizia's chasing a third SdJ-category win across different award tiers, which would be an unprecedented sweep in the award's history. So this isn't a designer coasting; he's making a very deliberate statement.
GrantHere's my problem with that framing, though: Babylonia, another Knizia tile layer, critics consistently call it the deeper game. Opinionated Gamers literally wrote it lacks the strategic depth of Babylonia. So is the jury rewarding craft, or are they rewarding accessibility dressed as depth?
MilesHmm, I'd push back on that a little.
GrantYeah.
MilesThe jury's language was specific, rewarding investment strategies. That's not about how many rules there are; that's about whether every placement compounds meaningfully.
GrantFair; but Carcassonne is also one tile per turn, also area control around cities; it's been out since two thousand, what's the delta?
MilesI knew you were going to go there.
GrantI always go there.
MilesThe delta is the dual board structure and Knizia's way of tying farm scoring to chain length rather than closed features: in Carcassonne you wait for the city to close, in Rebirth you score the instant you extend a chain:
GrantMm-hmm.
Milesmore granular feedback, faster decisions.
GrantOkay, that's a real design distinction, I'll give you that.
MilesThe Big Boss Battles review put it well: light rule set that leaves players free to focus on crunchy, highly tactical decisions. That's actually a hard thing to engineer.
GrantIt is; the complexity lives in the spatial relationships, not the rules overhead. Same move the jury praised in Azul back in the day.
MilesSo three nominees, three hiding spots for complexity: the op absorbs it in Boss Fighters' QR, the shared deck detonates it later in Moon Colony Bloodbath, and Rebirth buries it in the board geometry from Move one.
GrantWhich one earns the Kennerspiel label most honestly? That's what we're settling next. So three theories walked into Berlin on July 12th: complexity in the app, complexity in the shared deck, complexity in spatial geometry. The jury had to pick one.
MilesAnd the winner tells you exactly what they valued. I keep thinking about this like reading an auction result, grant, not what people said before the bidding, but where the gavel actually fell.
GrantOkay, that framing is mine and I'm taking it back. But yeah, the price doesn't lie.
MilesMy verdict? Moon Colony Bloodbath. Vaccarino built a game where the players architect their own downfall. That's not complicated. That's genuinely new psychological territory.
GrantAnd now push back on that. Rebirth is the one that makes me feel like a connoisseur. Every tile placement compounds. Kinesia hid the difficulty inside decisions that look simple. That's harder to design than a clever deck mechanism.
MilesI get the elegance argument, but looks simple risks feels thin if the table doesn't already know what to look for.
GrantThat's the tension. Boss Fighters QR hides complexity in the app. Moon Colony Bloodbath hides it in future consequences. Rebirth hides it in the board geometry right in front of you.
MilesAnd those are three completely different bets about where a connoisseur player wants to do their work.
GrantOne of them requires a charged phone.
MilesFair point. So what's the actual design takeaway? Because if I'm building a Kennerspiel prototype right now, this Feld just handed me a blueprint.
GrantWhere you hide complexity is a design choice, not a difficulty dial. You're deciding where the player's brain does its hardest work. Get that wrong and you have a complicated game. Get it right and you have a connoisseur one.
MilesThe Jury just told five hundred seventy one games' worth of designers exactly which answer they rewarded.
GrantAnd that's worth paying attention to. All right, that's a wrap on the twenty twenty six Kennerspiel race.
MilesThree nominees, three completely different answers to the same question:--Where does the complexity actually live?
GrantBoss Fighters QR puts it in your phone, Moon Colony Bloodbath hides it inside the engine you're building, Rebirth buries it in the gaps between tiles you thought were simple.
MilesAnd honestly, the jury's job this year is brutal.
GrantYeah.
MilesEvery one of those is a defensible pick.
GrantThe best design decision is the one you can't walk away from.
MilesExactly. Trophy drops July 12th. We'll be watching.
GrantIf this episode got your brain turning, we want to hear which nominee you'd crown. Find us at thedesigndeck.com or tag us on social.
MilesNew episodes every Thursday. Subscribe wherever you listen, and if you've got a game you want us to take apart,
GrantBring it. Seriously.
MilesThanks for listening, everyone. See you next week.
More episodes
Keep listening
Other episodes of The Design Deck, newest first.
- Slay the Spire 2: Balance Patch as PlaytestSep 23, 2026 · 18 min
- Essen 2026 Grading Our Pre-Show PredictionsSep 16, 2026 · 18 min
- Shugendo & Minikin City, Same Designer's DNASep 9, 2026 · 19 min
- Vampire Survivors: Faking a Swarm in CardboardSep 2, 2026 · 19 min
Sources
Where this came from
41 reports behind the episode. Every one of them opens where it was published.
- Spiel des Jahres 2026 Nominees Land on 19 May, Trophy on 12 July - Backseat Gamerbackseatgamer.com
- ICv2: Spiel des Jahres Nominees for 2026 Announcedicv2.com
- Boss Fighters QR is a satisfying boss battler with fantastic app integration – Big Boss Battle (B3)bigbossbattle.com
- Rebirth Board Game Review - Game Overview & Core Mechanicsboardgamepile.com
- Reiner Knizia, Markus Slawitscheck could both seal historic trio of wins in this year’s Spiel des Jahres -boardgamewire.com
- Moon Colony Bloodbath is an excellent board game about killer robots, and also the evils of capitalism - Wargamerwargamer.com
- Boss Fighters QRpegasusna.com
- Moon colony bloodbath | Donald X. Vaccarinoboardgamegeek.com
- Moon Colony Bloodbath: Reviewexpandyourgame.blogspot.com
- The Board Gaming Oscars - 2026 Spiel des Jahres Nominations Revealedtabletopsentinel.com
- Moon Colony Bloodbath – Meeple Mountainmeeplemountain.com
- Moon Colony Bloodbath — Mechanism | Frogames – FroGamesfrogames.it
- Spiel des Jahres Nominees | BoardGameGeekboardgamegeek.com
- Spiel des Jahres Speculation for 2026wericmartin.com
- 🌖Moon Colony Bloodbath ⚙️Designer: Donald X Vaccarino ...facebook.com
- 2026 Spiel des Jahres nominations announced | Zatu Gameszatu.com
- 2026 Spiel des Jahres Nominees: Cozy Stickerville, JinxO, and Morty Sorty Magic Shopwericmartin.com
- Amazon.com: Mighty Boards: Rebirth - Tile Laying Board Game, Double-Sided Board Scotland-Ireland, Eurogame Set in A Lush & Hopeful Future, Age 10+, 2 to 4 Players : Toys & Gamesamazon.com
- Best of 2026spiel-des-jahres.de
- Boss Fighters - Boss Fighters QR - When Analog Heroes Meet Digital Bossesvaria.org
- Boss Fighters QRboardseyeview.net
- Boss Fighters QR - App Store - Appleapps.apple.com
- Boss Fighters QR - Game Nerdzgamenerdz.com
- Boss Fighters QR – Kartenspiel mit taktischem Echtzeit-Kampfmilan-spiele.de
- Boss Fighters QR, 28.5 cm x 6 cm x 28.5 cm, Blue and White: Amazon.de: Toysamazon.de
- Build Your Engine While It Gets Mercilessly Torn Apart in 'Moon Colony Bloodbath' - Bell of Lost Soulsbelloflostsouls.net
- Buy Boss Fighters QR - Pegasus Spiele - Board gamesphilibertnet.com
- Dale Yu: Review of Boss Fighters QR | The Opinionated Gamersopinionatedgamers.com
- Dale Yu: Review of Rebirth | The Opinionated Gamersopinionatedgamers.com
- Dr Reiner Knizia's Rebirth is simple, beautiful and packed with impactful choices – Big Boss Battle (B3)bigbossbattle.com
- Moon Colony Bloodbath - Rio Grande Games : Rio Grande Gamesriograndegames.com
- Moon Colony Bloodbath – Board Game Blissboardgamebliss.com
- Moon Colony Bloodbath | BoardGameMatcherboardgamematcher.com
- Rebirth - Game Nerdzgamenerdz.com
- Rebirth – Board Game Details – Meeple Mountainmeeplemountain.com
- Rebirth – Reiner Knizia's game review – GryfGragryfgra.pl
- Rebirth – Review and opinion of the strategic board game | Mr Board Gamesmr-boardgames.com
- REBIRTH | A New Strategy Game from Reiner Knizia!boardgamegeek.com
- Reiner Knizia: The Mathematician Who Transformed Board Gaming - Tabletop Trovetabletoptrove.com
- Spiel des Jahres - Wikipediaen.wikipedia.org
- Spiel des Jahres 2026 nominationsblog.recommend.games
