Barbarossa is a plasticine-shaping German-style board game for 3 to 6 players, designed by Klaus Teuber in and published in 1988 by Kosmos in German and by Rio Grande Games in English. Barbarossa won the 1988 Spiel des Jahres award. Gameplay The game is played on a circular board, with three tracks running around it. Around the outside are the scoring track and the elfstone (money) track. Further in there is a circular track with twelve marked spaces on it, and in the center there is a space for sculptures. Later editions of the game change the shape of the board but not its contents. At the start of the game, each player chooses two objects from a list provided and creates plasticine sculptures of each, and places them in the middle of the board. Each player places on the board three tokens: a magician, a witches' hat and an Elfstone. The hats are placed on the scoring track; the elfstones are placed on the elfstone track, and the magicians are placed on the space marked "A". Each player receives three curse tokens. Players then take turns as follows: They may begin either by rolling a six-sided die and moving their magician that many spaces, or by forfeiting their roll and instead spending elfstones to move. After they roll or spend elfstones, what happens next depends on the space they land on: Elfstone (4) The player gains one elfstone - this is recorded by moving their elfstone token one space forward along the elfstone track. Players may not gain more than 13 elfstones. Dragon (3) Each other player gains one point - this is recorded by moving their hat token one space forward along the scoring track Ghost (1) Each other player gains two points. Dwarf (2) The player may ask an opponent for a letter from the name of their object. The player can specify which letter - e.g. "first", "second" or "last". The opponent writes down the letter and passes it to the player. If the player asks for a letter which is not in the name of the object, they are given an empty sheet of paper. Question mark (2) The player may ask two sets of questions about the opponents' objects. The player asks (out loud) one opponent a yes/no question. The opponent must (truthfully) answer "Yes", "No", "Possibly", or "I Don't Know". The player may