Article 27: The United Nations Security Council Game
It”s not easy being a member of the United Nations Security Council, but you were born for the challenge. Your country has chosen you to protect their interests. If that means you have to bend the rules a little bit, well that”s just he cost of justice, right?
Article 27 takes place in the not-too-distant future. You assume the role of one of the permanent members of the Security Council, which means you wield the power of the veto. No proposal can pass when a member uses their veto, so there had better be something in the deal for you!
Each player will take a turn as the leader of the Security Council and try to get a proposal passed. Negotiations can include side-deals, threats, or out-right influence-peddling! But once the gavel comes down it”s time to vote, and the other players might not live up to their end of the deal. (Oh… and yes, it comes with a real wooden stained gavel!)
In the end, the player who has earned the most influence points is the winner…and it”s rarely the most honorable!
Article 27 takes just 6 minutes per player to play, and it does not require any knowledge of politics or the United Nations to enjoy. If you like games of negotiation, you”ll love Article 27!
Article 27 refers to the portion of the United Nations Charter that confers veto power onto the permanent member of the Security Council.
In the not-too-distant future, the U.N. Security Council has seen a change. The permanent members have admitted the nation of Germany, and this has brought many new ideas and debates to the council chambers. The world”s problems continue, and the Security Council must decide how to best address them by holding a series of Proposals.
As one of the delegates of the Security Council, you must attempt to work with other nation”s representatives, but in doing so you must ensure that your country comes away with the most Influence Points at the end of the game. The player with the most Influence will win, and bribes are plentiful if you know how to ask for them!
All the delegates enjoy the power of the Veto. A player who uses a Veto does so at a great cost, but ensures that any Proposal is defeated. As the Secretary General, your job will be to ensure that a Proposal is passed, but that it benefits you the most of all!
This great game of negotiation, intrigue, and back-stabbing contains:
1 Game Board
6 Player Mats
6 Player Screens
108 Influence Point Tokens
36 Player Marker Tokens
30 Issue Drawing Tokens
6 Secret Agenda Tokens
12 Voting Tokens
30 Wooden Issue Discs
1 Sticker Sheet
1 Cloth Bag
1 Sand Timer
1 Rulebook
…and 1 Wooden Gavel!
Players: 3-6
Ages: 10+
Time: 30 mins
Complexity: Easy
Stock#: SG-2005
CO2 (a.k.a. CO₂)
NOTE: We are temporarily sold out in our warehouse. However, CO2 *is* available from your local or online Retailers at this time, so please shop there. Stronghold Games will be back in stock in our warehouse by the first week in January if not sooner.
In the 1970s, the governments of the world faced unprecedented demand for energy, and polluting power plants were built everywhere in order to meet that demand. Year after year, the pollution they generate increases, and nobody has done anything to reduce it. Now, the impact of this pollution has become too great, and humanity is starting to realize that we must meet our energy demands through clean sources of energy. Companies with expertise in clean, sustainable energy are called in to propose projects that will provide the required energy without polluting the environment. Regional governments are eager to fund these projects, and to invest in their implementation.
If the pollution isn”t stopped, it”s game over for all of us!
In the game CO₂, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy — and of course profiting from doing so. You will need enough expertise, money, and resources to build these clean power plants. Energy summits will promote global awareness, and allow companies to share a little of their expertise, while learning still more from others.
In CO₂, each region starts with a certain number of Carbon Emissions Permits (CEPs) at its disposal. These CEPs are granted by the United Nations, and they must be spent whenever the region needs to install the energy infrastructure for a project, or to construct a fossil fuel power plant. CEPs can be bought and sold on a market, and their price fluctuates throughout the game. You will want to try to maintain control over the CEPs.
Money, CEPs, Green Power Plants that you”ve built, UN Goals you”ve completed, Company Goals you”ve met, and Expertise you”ve gained all give you Victory Points (VPs), which represent your Company”s reputation – and having the best reputation is the goal of the game … in addition to saving the planet, of course.
This is the highly-anticipated game from Vital Lacerda, designer of last year”s hit “Vinhos”. A great medium-heavy Eurogame with a very topical theme for the 21st century!
A game for up to five players… and can be played solo as well!
This greatly themed game for our times contains:
1 Game Board
75 Wooden Discs
20 Wooden Pawns
25 White Tech Resource Cubes
40 CEPs
5 Markers
30 Project Tiles
55 Power Plant Tiles
8 Regional Agenda Tiles
18 Summit Tiles
52 Cards
50 Coins
1 Rulebook
Players: 1-5
Ages: 12+
Time: 120 mins
Complexity: Medium-Difficult
Stock#: SG-8007
CO2 – Arctic mini-Expansion
In the game CO₂, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy — and of course profiting from doing so. You will need enough expertise, money, and resources to build these clean power plants. Energy summits will promote global awareness, and allow companies to share a little of their expertise, while learning still more from others.
The Arctic is especially vulnerable to the effects of global warming, as has become apparent in the melting sea ice in recent years. Climate models predict much greater warming in the Arctic than the global average.
“CO₂ – Arctic mini-Expansion” adds the Arctic area in game, a global Event – The Arctic Melts, and The Arctic Company Goal card.
By the way, if the pollution isn’t stopped, it’s game over for all of us.
VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!
Code 777
The classic code-cracking game is back in a 25th Anniversary Deluxe Edition! Be the first to “crack your code”! Code 777 is a game of logical deduction, great for parties and families!
Crack your code first! You can see your opponents’ codes but not your own. Using questions and logic, try to deduce which three numbers are hidden in front of you. Once you’re reasonably sure, then you can take a guess. But if you’re wrong, you have to start over with a fresh set of tiles…
A classic game from Robert Abbott and Alex Randolph.
The players each receive a rack, a sheet from the notepad, and a CODE 777™ card. Each player then takes three tiles placing them on their rack facing away so that the player cannot see the numbers. The numbers on the tiles must be fully visible to all the other players. Each player can now see the numbers of all his opponents but not those in his own rack.
The Question cards and the tiles are shuffled and placed face down in the center of the play area. In turn, each player takes the top question card from the stack, reads it out loud and answers the question asked. The question is about the numbers that the player can see and not about the numbers on his own rack. For example, a question may be, “Do you see more blue sevens or more sevens of a different color?”
The answer may be “More blue” or “More of a different color” or “Just as many” (this is the answer if there are the same numbers of sevens or if there are no sevens at all). The player simply counts the tiles indicated by the question and provides the answer to all other players. Each answer gives everyone, except the reader, a bit more information.
If a player thinks that he knows the numbers on his rack, he can guess the solution. One point is awarded for a correct solution. No points are scored for a wrong solution. In both cases the tiles are taken out of the player’s rack, and replaced by three new ones. The first player to score three points is the winner.
CODE 777™ includes:
• 28 tiles
• 23 Question cards
• 5 Racks
• 5 CODE 777™ cards
• Notepad
• Rulebook
• All components are in English, Spanish, French, and German
# Players: 2 – 5
Complexity: Easy
Play Time: 30-45 Mins
Stock #: SG-1001
Confusion: Espionage and Deception in the Cold War
The Cold War. A dangerous time for the world. A dangerous time to be a spy… but that is exactly what being a spy is all about. As the shadowy clouds of intrigue and subterfuge settle across the globe you have been called upon by your country to obtain the Top Secret information that will ensure your country’s safety and supremacy. But not all is as it seems; your spies are difficult to control on a global scale, and even worse, there’s a Double Agent in your midst who threatens the entire mission!
Can you achieve your goals at the expense of your opponent, or will the entire operation collapse in a sea of Confusion?
“Confusion: Espionage and Deception in the Cold War“ combines the mechanics of Deduction, Area Influence, Bluffing, and the mechanic of “Espionage”, which means that even when you believe you know just what your Spy can do, he may be the opponent’s Double Agent and is working against you!
“Confusion“ is designed by the genius of Robert Abbott. This game has never been published in North America. Stronghold Games is proud to bring this great design to you.
*** NEWS ***
“Confusion: Espionage and Deception in the Cold War“ has now won THREE major gaming awards! They are:
1. Game of the Year 2012… from MTV Geek
2. Best Abstract Game of the Year 2011… from Games Magazine
3. Best Reprint of the Year 2011… from The Dice Tower awards
“Confusion” is a a phenomenon that, once you try it, you want to play it keep playing it!
“Confusion: Espionage and Deception in the Cold War” takes players back to the early 1960s and the Cold War between the United States and the USSR. Each player takes on the role of their selected nation’s spy agency: the CIA or the KGB. Confusion is a game of deduction and area control, as you determine how to influence your Spies, control the global spy network, and deliver the Top Secret Briefcase to win the game!
At the start of a game of “Confusion”, players aren’t aware of the talents and skills their spies possess! Your opponent can see what your spies can do, but you cannot. Your job as a wise leader is to first deduce exactly how each of your spies move, then employ your knowledge by using each spy for maximum effect.
But be on alert, because your opponent has placed a double-agent in your team of spies!
The first player to take the Top Secret Briefcase from the middle of the board and deliver it to his opponent’s side of the board is the winner!
Confusion: Espionage and Deception in the Cold War™ includes:
• 26 uniquely-designed, two-piece, bakelite-style, “Spy” playing pieces
• 1 bakelite-style “Top Secret Briefcase” playing piece
• 2 dry-erase Spy Notebooks and dry-erase markers for record keeping
• 1 large playing board
• 6 cardboard tokens
• 1 Rules Book (in English, German, French, and Spanish)
# Players: 2
Complexity: Medium
Play Time: 30-45 minutes
Stock #: SG-2001
Core Worlds
The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy… and rule the Core Worlds!
Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!
Core Worlds is a deck-building card game for 2 – 5 players. The following are the central concepts of Core Worlds:
Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game’s common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.
Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player’s Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).
Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World’s Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.
Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World’s Ground Strength must be matched in order for it to be successfully Invaded. Many Units possess a Ground Strength that a player can use to invade a World.
Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.
Warzone: Each player’s Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.
# Players: 2-5
Complexity: Medium
Play Time: 20 minutes/player
Core Worlds – Buono Core World Promo Pack
The Core Worlds – Buono Core World Promo Pack consists of 7 cards, including Buono (a new Core World) and reprints of the original 6 Core Worlds with added flavor text.
The Core Worlds – Buono Core World Promo Pack was available at Spiel 2012 and BGG.CON 2012, as well as with the preorders of Core Worlds: Galactic Orders purchased directly from Stronghold Games.
The Core Worlds – Buono Core World Promo Pack will only be available directly from Stronghold Games and the BGG Store. This will not be available in retail outlets.
Each package contains:
7 cards, including Buono (a new Core World) and reprints of the original 6 Core Worlds with added flavor text.
Core Worlds: Galactic Orders
The Galactic Realm has collapsed! As a barbarian Star Empire on the fringes of the galaxy, you must seize this moment to lead your kingdom on a strike against the Core Worlds!
However, the six Galactic Orders of the Realm still exist, and continue to wield tremendous power. Your fledgling Empire must forge alliances with these powerful Orders, calling upon their aid tactically… or drawing upon them strategically in the final push to assume the mantle of galactic supremacy!
Core Worlds: Galactic Orders is the highly anticipated first expansion to the one of the galaxy’s hottest new deck-building games!
In Core Worlds: Galactic Orders, players begin to forge alliances with the six Galactic Orders, powerful organizations that have maintained their independence in the midst of a crumbling empire.
These Orders were represented in the base set of Core Worlds by the six Prestige Cards: the Galactic Senate, the Science Guild, the Merchant Alliance, the Mining Coalition, the Order of Knighthood, and the Mystic Brotherhood. The Core Worlds: Galactic Orders expansion focuses on these six independent organizations and their influence upon a galaxy at war.
Many players noted the enigmatic icons on many of their Units and Tactics cards in the base set of Core Worlds, and the rulebook mentioned that these would be used in future expansions. Well, this is the first expansion to use them! Each Galactic Order is represented on the table by a large Galactic Order Card that specifies the special power associated with that Order, and each player starts with 20 Faction Tokens that match the Faction symbols on their Starting Decks.
Whenever you deploy a Unit or play a Tactic with a Galactic Order Icon on it, you get to place your Faction Token onto the corresponding Galactic Order Card. If you leave your Faction Token on that Galactic Order Card for the remainder of the game, then you’ll score bonus points at the end of the game if you have the most Faction Tokens on that Galactic Order Card. However, if you wish to use the special power associated with a particular Galactic Order, then you must remove one of your Faction Tokens from that Galactic Order.
Therefore, you must strategically balance your use of the Galactic Order powers throughout the game with your hope to score the most points from that Galactic Order Card at the end of the game. Furthermore, the amount of points you receive is variable based on the number of tokens you have on the Galactic Order Card, so even if you will clearly win a particular Galactic Order, using its power will still diminish your final score.
So what kinds of powers do these Galactic Orders provide that could tempt you to spend your Faction Tokens and thereby reduce your final score to use them? Well, the Galactic Senate lets you take an extra Action, the Mystic Brotherhood lets you draw 3 cards, and the Order of Knighthood lets you add +2 Fleet Strength or +2 Ground Strength to any Invasion. How’s that for temptation?
And to add further temptation, there are also a whole slew of new Units and Tactics added to each Galactic Deck that allow you to spend your Faction Tokens in unique ways. For example, the Mutant Berserker (see right) will allow you to spend one of your Faction Tokens from the Science Guild to allow it to stay in play after invading a World. That’s not normally how the Science Guild works, but many Units like the Berserker provide you with a whole new universe of ways to spend your tokens.
Now you might be thinking that these tokens make the game easier since they provide so many new options to players. However, we have also added a new card type, Events, that provide new challenges for players as they advance into the different Sectors of the game.
Most of these Events provide players with a choice of how they are affected by the Event, so therefore players must decide the best way to face each of these challenges. For example, if the Prince of the Realm (see left) shows up in Sector 5, players must choose to spend either 1 extra Action or 2 extra Energy to draft a Prestige Card. Similarly, if the Local Mercs show up in Sector 3, players must choose whether or not to pay them off by spending 2 extra Energy when invading a World; otherwise, they’ll have to fight the Mercs, who provide the World with +1 Fleet Strength and +1 Ground Strength. And since the Events are keyed to specific Sectors, players also get a stronger sense of the flavor of the Core Worlds universe as they travel deeper and deeper towards the galactic core.
Although we felt it was important to completely design and playtest the expansion before releasing the base game, we also closely monitor player comments on boardgamegeek.com and on other sites throughout the internet. We have therefore created some additional features that directly respond to player’s desires for future expansions.
In particular, we noticed that players really wanted more ways to cull their decks, and also that players wanted greater incentives to do more invading in Sectors I & II. One of the ways we have addressed both of these concerns is by introducing a new type of card called Advancements, which attach themselves directly to Worlds in your Warzone. There will only be one Advancement in this expansion, but you can expect to see many more in future expansions. The Advancement that comes in Galactic Orders is called the Capital City, and every player starts with it attached to his or her Home World. During each Energy Phase, the Capital City allows a player with at least 3 Worlds in his or her Empire to place any card from his hand beneath the Capital City for the rest of the game. So now you can cull one card every turn (even those pesky Tactics!) once you have conquered your first two Worlds. Suddenly, running out and conquering Worlds during the first two Rounds becomes much more important!
Players have also noted that players who deploy all of their cards in the first few turns gain a healthy advantage over those who would rather spend some of their time drafting and invading. Also, players really wanted to see more creative names for their Home Worlds. So we have taken this opportunity to re-issue the five starting Home Worlds with new names and one additional ability. They retain the ability from the base set (discard 2 cards for 1 Energy), but the other ability is new. Now, during the Draw Phase, if the number of Worlds in your Warzone is greater than the number of Units in your Warzone, you get to draw an extra card! Therefore, players who draft lots of cards and invade lots of early Worlds will receive compensation by being able to move more quickly through their larger decks. The “thin deck” strategy is still just as viable as before, but now those who want to draft more cards (and get those Galactic Order Icons into their decks more quickly!) have an equally viable strategy. The more viable strategies in the game, the better for everyone!
Some features requested by players will not appear in this expansion, but we are planning to add them to future expansions, including the ability to draft unique Home Worlds and starting Heroes. So hang tight, galactic barbarians, the Core Worlds universe will continue to expand for millennia to come!
“Core Worlds: Galactic Orders” contains:
• 93 new Cards
• 6 large Galactic Orders cards
• 126 Faction Tokens
• 5 Raven Tokens
• 1 Rulebook
…and a custom cardboard insert to hold all of these components and plus those from base game of Core Worlds!
# Players: 2-5
Ages: 10+
Complexity: Medium
Play Time: 60-120 mins
Stock#: SG-3001
Crazy Creatures of Dr. Gloom
Strange noises are heard from the Mad Mansion of Doctor Gloom! Clouds of all colors come out of the chimney, and people tell weird stories about wild creatures seen in the forest around the mansion. Doctor Gloom is creating the world”s craziest creatures ever seen!
In Crazy Creatures of Dr. Gloom, players try to get rid of all of their cards, since cards remaining in your hand score penalty points at the end of a round. The player with the fewest penalty points at the end of the game wins… and becomes Doctor Gloom”s new apprentice!
Designed by the great game designer, Michael Schacht, Crazy Creatures of Dr. Gloom is a masterpiece of game design in its simplicity and fun factor! Stronghold Games is proud to bring this great card game to you!
This game has been released in Europe as “Crazy Creatures of Dr. Doom”, but due to trademark issues, the Stronghold Games edition has been renamed to “Dr. Gloom”… We would prefer not to have any (more) multi-billion dollar companies mad at us…:)
Crazy Creatures of Dr. Gloom is right for you, because…
• Designed by world renowned game designer Michael Schacht!
• Fast, fun card game with simple rules
• Try to get rid of all your cards or prevent other players from doing so
• Excellent family game: short duration; playable by young children as well.
• Great cheerful monster drawings by Dennis Lohausen (also did “Little Devils”)
Players: 2-4
Ages: 7+
Time: 20 mins
Complexity: Easy
Stock #: SG-8005
Crude: The Oil Game (a.k.a McMulti)
In Crude: The Oil Game, players take on the role of oil company CEOs, seeking to expand their companies into multi-national energy mega-corporations. Just as with real world energy companies, player will setup facilities for oil drilling, oil pumping, oil refining into gasoline, and gasoline selling to the consumer… all of which are represented by actual plastic pieces placed on the board! Players also speculate by buying and selling oil and gasoline barrels in both the domestic and foreign markets…again represented by actual plastic barrels in their playing area!
However, the changing economic climate, as well as sudden world news events, will challenge players to keep a long-term strategic view of the world energy markets. The first player to reach a corporation value of $750 million is the winner!
Crude: The Oil Game is not only a great simulation of the global oil markets, but with almost 300 plastic playing pieces, it is a sight to behold! Known as McMulti when it was printed in Europe almost 25 years ago, this great game is finally back in print after many years!
The history of “Crude: The Oil Game”, one of the last remaining “Grail Games” for the hobby gamer:
“Crude: The Oil Game” was originally self-published by the Designer, James J. St. Laurent, in 1974 in the USA under the title “Crude: The Oil Game”. It was widely received as a break-through in euro-style and economic simulating games. It was then republished in an unauthorized version as “McMulti” without the knowledge and consent of the original Designer.
As “McMulti”, the game garnered even more attention due to its use of *hundreds* of beautiful little plastic pieces to represent the various game elements: oil barrels, gasoline barrels, oil drilling rigs, oil pumps, oil refineries, and gasoline station facilities.
The Stronghold Games edition of this great game includes an updated ruleset and an improved economic engine created in conjunction with the original designer, James J. St. Laurent. This will hold true to the beauty of both the game”s mechanics as well as the game components used in the unauthorized version. The plastic pieces from the “McMulti” edition have been either kept the same or *improved*. For example, the Refineries have greater detail to them, and the Oil Drilling Rigs are truly three-dimensional and stand up tall on the playing board.
The Designer, James J. St. Laurent, passed away in 2011 during the re-development of the game, causing a delay in the completion of the production. A Tribute to Mr. St. Laurent is included in the rulebook. To say the least, he was a great man, who will be missed by many.
This magnificent game includes all of the following components:
1 Economy Game Board
1 Operations Game Board
8 News Cards
7 Economy Cards
Lots of Money Tokens
2 Production Dice (1 red, 1 black)
1 Difference Die (green)
80 plastic Drilling Rigs (approximately)
16 plastic Oil Wells (approximately)
12 plastic Oil Refineries (approximately)
30 plastic Gas Stations (approximately)
80 plastic Crude Oil Barrels (approximately)
80 plastic Gasoline Barrels (approximately)
1 Rulebook
Players: 2-4
Ages: 13+
Time: 90 mins
Complexity: Easy/Medium
Stock#: SG-2004
Little Devils
In Little Devils, you try to saddle the opposing players with negative points, which appear as “little devils” in various quantities on the cards that you play. For each “little devil” that you can force an opponent to take, he or she will score one penalty point.
But take care: you will not escape the diabolical plans of your opponents either, who are sending the “little devils” your way too!
Little Devils is a devilishly fun, trick-taking card game that you want to keep on playing!
Why is “Little Devils” a great game for you? Because…
• It is a trick-taking card game with simple rules
• Just play cards higher or lower than previously played cards in the hand
• Unique mechanic: The second card played (not the first card) determines the goal of the hand!
• Maneuver your opponents into taking cards with more “little devils”
• Compact game in neat tin box: ideal for the train or on vacation
• Excellent family game: a short game length and very approachable
Players: 3-6
Ages: 8+
Time: 20-30 mins
Complexity: Easy
Stock #: SG-8004
Lost Temple
1927…Several explorers are searching in the dense jungle of South-East Asia for a mysterious temple. To find it, they must cross the jungle and get help from the indigenous people. Players will seek help from the local villagers – nine friendly characters – whose abilities will be quite useful. Players can also try to outwit the others on the journey to reach the temple first.
The first player to reach the temple wins the game!
Bruno Faidutti has created his follow-up board game to the best-selling “Citadels™”. In Lost Temple, players use character selection similar to the classic game “Citadels™”. Here, Bruno has created these nine soon-to-be-classic roles to help you make your way to The Lost Temple: Shaman, Thief, Seer, Priest, Elder, Craftsman, Scout, Canoe, and Child.
And Bruno has transformed the game into a “race” game. Will you be the first to find The Lost Temple?
Legendary game designer, Bruno Faidutti, has created “Lost Temple” as his follow-up to his best-selling game, “Citadels™”. Nine new characters with unique individual skills are at your disposal to help you find the Lost Temple. This is a unique racing game with a balanced mix of bluff, chaos and tactics required to win the game.
Unravel and thwart the plans of your opponents! Quick player turns and a lot of direct player interaction.
Lost Temple can be played with up to eight players – game speed remains high and possibilities remain unlimited – and it’s still great with even just two players!.
Lost Temple Contains:
- 1 Game Board
- 9 Character Cards
- 8 Wooden People Markers
- 8 Machete Tokens
- 50 Emerald Gems
- 18 Chance Tokens
- 1 Idol Marker
- 1 Rule Book
# Players: 2-8
Complexity: Low
Play time: 40 mins
Stock#: SG-8003
Merchant of Venus
*** NOTE: Stronghold Games will have VERY limited quantity of this game! ***
The galaxy is bursting with opportunities for savvy space traders to exploit, and the race to profit blasts off in Merchant of Venus. Discover new alien cultures and learn where you can get rich selling their goods in this board game of interstellar trade and exploration for 1-4 players. From your First Contact with alien cultures to the establishment of trade routes and spaceports, your quest for cash demands you keep on the move. Successful traders will quickly locate fast and reliable trade routes, timing their purchases and sales with the interest in the market.
Featuring a double-sided board, Merchant of Venus offers rules for both Richard Hamblen’s classic game and Rob Kouba’s reimagined version.
Space traders, get your ships ready for launch because it’s time to engage in some wild entrepreneurship!
*** Want FREE SHIPPING on this game… and your entire ORDER?? Read on! ***
We cannot discount the game on our website, contractually…but we can ship it to you for FREE within the USA! [or provide a $15 discount on shipping to Canadian and Mexican customers!]
AND in fact, we’ll ship your entire order to you FREE within the USA if you order Merchant of Venus!
A $15 discount on shipping will be given to our Canadian and Mexican customers as well!
USA Customers: Use this Discount Code during checkout to get FREE SHIPPING on any order that includes this game:
eric-summerer-is-right
Canada/Mexico Customers: Use this Discount Code during checkout to get $15 off on shipping on any order that includes this game:
tom-vasel-is-wrong
Milestones
You are a noble builder settling the country in Milestones! Players work together to build roads, create marketplaces and erect houses. With each milestone set along the way, they move further into the country.
However, while building the country together, in procuring building materials, money and grain, each builder is on their own! Thus, you must carefully develop your own network of goods, trade and colonization materials, and optimize cleverly. The noble builder who grabs the most valuable building sites will surely win the game!
Milestones contains one of the most innovative circuit mechanics (“rondells”) ever created. It is a personal (not-shared) rondell, and one that is ever-changing throughout the game. Via good planning and preparation, you will need to stay ahead of the resource curve on your rondell, so that the King doesn’t take away critical workers from you!
Milestones requires timing and pacing: Build at the right moment without going too fast, produce the right goods without moving too slowly.
Milestones contains all of these great components:
• 1 Game Board
• 4 Player Boards
• 4 Playing Pieces
• 4 Marking Pieces
• 35 Worker Tiles
• 21 Cover Tiles
• 24 Coins
• 48 Goods
• 12 Flour Sacks
• 48 Roads
• 24 Milestones
• 12 Houses
• 12 Marketplaces
• 15 Bonus Tiles
• 1 Rulebook
Players: 2-4
Ages: 10+
Time: 60 – 90 mins
Complexity: Medium
Stock #: SG-8006
Outpost
As a Commander on a remote Outpost, your mission is to build and expand your colony to its fullest. Purchase Factories and run them with either Humans colonists or Robots. Produce resources from your Factories to generate credits to continue to expand your Outpost. Bid on the all-important Colony upgrades on your way to becoming The Outpost Director!
This is the Stronghold Games edition of this classic game, originally released by TimJim Games.
As Commanders, the players compete to build the best Outpost on this remote world. They must build and staff Factories to produce resources, which are in turn are used to build additional, more lucrative Factories, as well as to purchase any of the 13 Colony Upgrades as they become available.
The Colony Upgrades provide various advantages ranging from production technologies, resource storage, increased population maximums, and other scientific breakthroughs. These improvements are purchased through auctions, which are highly competitive, since there are fewer Colony Upgrades available than the number of players. There are 3 phases in the game, and with each phase after the first a new set of these improvements are available to bid on.
Each staffed Factory and improvement is worth a certain number of victory points (ranging from 1 VP for an Ore Factory to 20 VPs for a Moon Base).
The Commander that reach 75 victory points gains the title of Outpost Director and wins!
Outpost™ is a reprint of the highly sought-after “grail game” originally published in 1991. Stronghold Games’ edition of this great game contains vastly upgraded components plus the never-before released “Kicker Expansion” designed by noted designer, Tom Lehmann!
Outpost™ 20th Anniversary Edition includes:
• 3 dice: one 4-sided, one 10-sided, and one 12-sided
• 149 cardboard People counters
• 154 cardboard Factory counters
• 9 cardboard Purchase Order counters
• 247 Production cards
• 78 Colony Upgrade cards
• 9 Player Reference cards
• 27 “Kicker Expansion” Colony Upgrade cards – designed by Tom Lehmann
# Players: 2 – 9
Complexity: Medium
Play Time: 90 mins (varies by #players)
Stock #: SG-2003
Panic Station
A team of heavily armed troopers enter a desolate army base. The collective mission: destroy the alien parasite that lurks within the darkness. Your team has only half an hour to locate the parasite hive and destroy it. But one member of your team has transformed into a host and will attempt to infect your team… one by one.
Panic Station is a paranoia-driven semi-cooperative game in which you control two characters in the Extermination Corps sent out by the government to investigate the presence of fiendish alien life forms.
However, one of the players will become a Host. He must keep this identity secret, infecting as many team members as possible to gain allies and prevent the humans from completing their mission. Only players who carefully watch the behavior of team members will stand a chance against the infected players and roaming parasites.
Panic Station is a game of growing paranoia in which no one can truly trust anyone. Can you maintain your sanity and destroy the source of this evil?
Players move both their Androids and Troopers through the base, exploring and gathering equipment that will help them to complete their mission: to find and destroy the Parasite Hive hidden somewhere in the inner depths of this doomed location. A player who gets his Trooper into the Hive and plays three gas can cards to fuel his Flamethrower wins the game for the humans.
Panic Station includes:
• 108 Cards
• 22 Player Discs
• 1 Heat Check Board
• 1 four-sided die
• Rulebook
# Players: 4 – 6
Complexity: Easy
Play Time: 30-45 mins
Stock #: SG-8001
Revolver 1 – JACK COLTY art sleeves
Show some respect to your deck!
These card sleeves feature the beautiful artwork of Chechu Nieto from the Revolver 1 game.
These art sleeves are not only beautiful, but they provide a great way to protect your cards from damage.
Revolver card sleeves will only be available directly from Stronghold Games.
VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!
Each package contains:
80 “Jack Colty” card protector sleeves, enough to protect your Jack Colty card deck.
Each package contains:
80 “Jack Colty” card protector sleeves, enough to protect your Jack Colty card deck.
Revolver 1 – NED MCREADY art sleeves
Show some respect to your deck!
These card sleeves feature the beautiful artwork of Chechu Nieto from the Revolver 1 game.
These art sleeves are not only beautiful, but they provide a great way to protect your cards from damage.
Revolver card sleeves will only be available directly from Stronghold Games.
VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!
Each package contains:
80 “Ned McReady” card protector sleeves, enough to protect your Ned McReady card deck.
Each package contains:
80 “Ned McReady” card protector sleeves, enough to protect your Ned McReady card deck.
Revolver 1.1: Ambush on Gunshot Trail (Expansion 1.1)
The mayor of Repentance Springs has fallen down a mine shaft. Undismayed, Ned McReady vows to keep the peace, by fair means or foul – his way or the road to Perdition. The only fly in this curly wolf”s ointment is Jack Colty – a loose cannon, robbing banks, and shooting folks, and he don”t care a continental – if you believe the stories. With a plan hatched behind the gospel mill, Ned sets out to put a spoke in Jack”s wheel. Deals are struck. Ambushes are set.
In the end, only one side will claim victory. Will it be yours?
Revolver: Ambush on Gunshot Trail is the first in a series of expansions for our hit wild west shooter Revolver: The Wild West Gunfighting Game.
In Revolver: Ambush on Gunshot Trail each player is given more options to play and win:
– The Colonel McReady player has greater strategic options through the placement of Ambush Cards underneath the battlefield cards.
- The Jack Colty player receives two new Bandits to bolster his outlaw band.
- Each player receives new cards for their decks giving them the opportunity to customize their decks before play, and bringing new variety and replayability to each game!
This and the other expansions will provide greater depth of play and more replayability to an already excellent wild west themed game!
Components:
2 Bandit cards: Sister Sara & mule, and Cooter & Bobby Joe
6 Ambush cards, bordered with barbed wire
11 Ned McReady deck expansion cards
11 Jack Colty deck expansion cards
6 Tokens
(These cards feature a rattlesnake icon so that players can distinguish them from cards in the base game.)
Players: 2
Ages: 12+
Time: 45 minutes
Complexity: Easy
Stock#: SG-7001
Revolver 1.2: Hunt The Man Down (Expansion 1.2)
A vicious hardened convict is imprisoned within the walls of a brutal Texan prison. Locked inside his mind is the key to Colonel Ned McReady”s downfall, and Jack Colty is the only cowpoke alive who can spring him out. Trouble is, Jack”s already being pursued by the vengeful Colonel about another matter…
In the end, only one side will claim victory. Will it be yours?
Revolver: Hunt the Man Down is the second in a series of expansions for our hit wild west shooter Revolver: The Wild West Gunfighting Game.
In Revolver: Hunt the Man Down each player is given more options to play and win:
– The McReady player has a new winning condition
- There is a new location, the prison, from which the Colty player may decide to free his compadre. The method for resolving the jailbreak is unique compared to the other battlefields and does not lengthen the game.
- Two new icons on the cards for the new mechanisms of the game
- New cards are provided for both players which give them the opportunity to customize their decks, bringing new variety and replayability to each game.
Components:
1 Imprisoned Bandit card: Santiago
1 Ambush card, bordered with barbed wire
1 San Manzanillo Prison battlefield card
1 Prison prompt card
13 Ned McReady deck expansion cards
13 Jack Colty deck expansion cards
6 Tokens
(These cards feature a spur icon so that players can distinguish them from cards in the base game.)
Players: 2
Ages: 12+
Time: 45 minutes
Complexity: Easy
Stock#: SG-7002
Revolver 1.3: Vengeance on the Frontier (Expansion 1.3) – PREORDER
Greetings to ya. Let me take your coat and hat, pilgrim – then pull up a pew while I have fetch ya some sarsaparilla to chase away the bitin’ cold, but mind, I don’t take me any sass.
Shucks, I don’t get me many visitors this far up the creek, especially when accounting for the “injuns”. Could be that hereabouts I’m as popular as a wet dog at a parlour social. I’ve been up here in the mountains so long that I know all the bears by their first names.
So, you folks wanna hear me talk about this newfangled card game expansion? Must be crackers – I doubt you could cut a lame cow from a shade tree. You’ll not live long in these wicked parts. Saying that, prolonged life has ruined more men than it ever made.
[Spits, just missing your boots]
Well, unless you is planning on joining me for a rendition of “Green Grow the Rashes”, I suggest we get started.
Revolver: Vengeance on the Frontier – the third in a series of expansions for Revolver 1 – gives both players the option of buying cards from a separate, neutral Frontier deck with dollar coin tokens earned during the main game. Many of these cards feature a choice of useful options. Others are threats which can be played by either player, such as “Old Three Toes”, a monstrous grizzly bear that is particularly difficult to kill.
The expansion further elaborates on the new winning condition added for McReady in Revolver: Hunt the Man Down, and many of the cards are also useful to both players at the San Manzanillo prison location.
Revolver: Vengeance on the Frontier also includes new cards for both players that give them the opportunity to customize their decks, bringing new variety and replayability to each game.
NOTE: This product will be available for preorder in July 2013 at 30% discount from MSRP. Preorders will ship to preorder customers before the general release to the public, which is slated for August. [Status will indicate "out of stock" until the preorder window opens.]
Components
•22 Frontier cards, usable by either player
•4 Ned McReady deck expansion cards
•4 Jack Colty deck expansion cards
•6 Dollar coin tokens
(These cards feature a bear’s head icon so that players can distinguish them from cards in the base game.)
Players: 2
Ages: 12+
Time: 45 minutes
Complexity: Easy
Stock#: SG-7003
Revolver 1.4: The Tarnished Star (Expansion 1.4) – PREORDER
Bad things are going down at Rattlesnake Creek. Decisions taken in the heat of the moment may scar some desperate men for the rest of their wicked lives. When the dust settles, only one side can claim victory. Will it be yours?
Revolver: The Tarnished Star – the fourth in a series of expansions for Revolver 1– adds an optional “duel” scene at Rattlesnake Creek and an extra decision for the McReady player that may equip the imprisoned Santiago with a hidden weapon. The expansion also adds new cards to the Frontier Deck that was introduced in Revolver: Vengeance on the Frontier.
Revolver: The Tarnished Star also includes new cards for both players that give them the opportunity to customize their decks, bringing new variety and replayability to each game.
NOTE: This product will be available for preorder in late July 2013 at 30% discount from MSRP. Preorders will ship to preorder customers before the general release to the public, which is slated for August. [Status will indicate "out of stock" until the preorder window opens.]
Components:
•1 Duel outside the Black Dog Saloon card
•1 Armed Train guard card
•1 Santiago special garrote card
•9 new Jack Colty deck cards
•9 new Colonel McReady deck cards
•9 new Frontier cards
•6 new tokens
(These cards feature an eagle icon so that players can distinguish them from cards in the base game).
Players: 2
Ages: 12+
Time: 45 minutes
Complexity: Easy
Stock#: SG-7004
Revolver 1.5: Death Rides A Horse (Expansion 1.5) – PREORDER
A whole mess of danger lurks in the wilds: from a deranged masked knifeman, to strange lights in the woods, to a secret valley flush with hazards – both lawman and bandit alike will need their wits about them to survive!
Combine this expansion with the base game and build your own deck by adding new cards to the pre-constructed decks, and explore new tactics and define your own play style!
This expansion develops all the existing decks, from which both players may draw unique cards – giving your games more replayability and adventure.
Revolver: Death Rides a Horse also includes new cards for both players that give them the opportunity to customize their decks, bringing new variety and replayability to each game.
Revolver: Death Rides a Horse – components:
•9 new Jack Colty deck cards
•8 new Colonel McReady deck cards
•1 new Battlefield card: Valley of the Gwangi
•11 new Frontier cards
•1 new Ambush card: Rockslide
•6 new tokens
(These cards feature a dagger icon so that players can distinguish them from cards in the base game).
Players: 2
Ages: 12+
Time: 45 minutes
Complexity: Easy
Stock#: SG-7005
Revolver 2 – GENERAL MALPACHE art sleeves
Show some respect to your deck!
These card sleeves feature the beautiful artwork of Chechu Nieto from the Revolver 1 game.
These art sleeves are not only beautiful, but they provide a great way to protect your cards from damage.
Revolver card sleeves will only be available directly from Stronghold Games.
VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!
Each package contains:
80 “Mapache” card protector sleeves, enough to protect your General Mapache card deck.
Each package contains:
80 “Mapache” card protector sleeves, enough to protect your General Mapache card deck.
Revolver 2 – PADRE ESTEBAN art sleeves
Show some respect to your deck!
These card sleeves feature the beautiful artwork of Chechu Nieto from the Revolver 1 game.
These art sleeves are not only beautiful, but they provide a great way to protect your cards from damage.
Revolver card sleeves will only be available directly from Stronghold Games.
VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!
Each package contains:
80 “Padre Esteban” card protector sleeves, enough to protect your Padre Esteban card deck.
Each package contains:
80 “Padre Esteban” card protector sleeves, enough to protect your Padre Esteban card deck.
Revolver 2: Last Stand at Malpaso
Revolver 2: Last Stand at Malpaso is a two-player card game set in the Old West, in which one player takes the role of General Mapache and his band of thieving outlaws, and the other player is controlling the villagers and guardians hired to protect the town of Malpaso, led by the infamous Padre Esteban. Each player has a unique deck of cards with unique possibilities as well as different winning conditions, which requires different tactics and different methods of play.
But very importantly, how is Revolver 2 different than Revolver 1 ?
More than just new locations, Revolver 2 features brand new gameplay elements, like the ability for players to use a mine cart-mounted Gatling gun, blow up a bridge, assemble their own team of gunfighters, and dynamite mine tunnels. The game also includes a terrific Stud Poker mini-game that determines in which town the initial firefights occur.
Like the original Revolver 1, the game remains elegantly simple and can be learned in five minutes. That said, Revolver 2 is a standalone game and the cards from Revolver 1 and its expansions (red packaging) are not interchangable with Revolver 2 and its expansions (green packaging). Both Revolver 1 and Revolver 2 will be supported going forward with new expansions.
Each game of Revolver is not only thematic, it is cinematic! Revolver 2 is like watching the sequel movie to Revolver 1 !
In 1894, farmers from the small village of Malpaso face the prospect of again losing their livelihood to a band of roving thieves, led by the self-styled “General” Mapache – himself wanted by the Mexican National Defense Army.
Their solution is to go to the much admired but fallen from grace “Padre” Esteban, and see whether he can hire gunfighters to protect them. After trying to raise funds by any means at the “All Rivers” Poker tournament, the Padre recruits a band of gunslingers for the task and, once complete, travels back to the village over the precipitous Los Quantos bridge – all the while harassed by a detachment of the General”s men. There they fortify Malpaso itself, and usher the frightened villagers into the abandoned silver mine for protection.
When the bandits finally attack, both sides are prepared. Mapache”s men unleashing their Gatling gun to devastating effect, while the villagers have a few tricks of their own. Both sides will suffer many casualties in the calamitous battle, but will the Mexican Army arrive in time to put an end to the bloodshed?
“Revolver 2: Last Stand at Malpaso” contains:
• 62 card General Mapache deck
• 62 card Padre Esteban deck
• 19 Malpaso guardians cards
• 9 Battlefield cards
• 1 Dynamite the Bridge card
• 1 Gatling Gun card
• 1 Collapse the Tunnels card
• 1 Arrival of the Mexican Army card
• 2 All Rivers Poker summary cards
• 12 All Rivers Poker Tournament cards
• 14 Mexican Army tokens
• 11 True Grit (extra life) tokens
• 4 Malpaso guardians power tokens
• 9 General Mapache power tokens
• 1 Turn marker
• 1 Rulebook
Players: 2
Ages: 12+
Time: 45 mins
Complexity: Low-Medium
Stock#: SG-8008
Revolver: By the Gun They Died (Expansion for Revolver 1)
Revolver: By the Gun They Died is an expansion set of cards, which can be used to customize the two decks in Revolver 1: The Wild West Gunfighting Game. Between matches, the owner of a deck can draft new cards in for old, leaving each deck at 62 cards. The cards included in the set are:
Colonel McReady’s deck:
- Apache Warrior (5 copies)
- “Set the train ablaze!”
- Pony Express Relay Station
- Ruined Chapel at El Ray
- Herschel Papazian – Pinkerton Sharpshooter
- Sefton Redshaw – Bounty Hunter
- Clear Skies
- Brady Logan
- Elias Hooker
- “Wriggler” Hooley and the Swain Boys
Jack Colty’s deck:
- Austin Granby – Railroad Engineer
- “She’s carryin’ your grandchild!”
- Banditos (5 copies)
- Turkey Joe
- Bullet: Vicious Mutt (alternate bandit)
- Uncouple the Caboose
- Buttermilk – Colty’s Mustang
- Robber’s Roost (2 copies)
NOTE: You must have the base game “Revolver 1: The Wild West Gunfighting Game” to enjoy this expansion.
VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!
This expansion for REVOLVER 1 contains:
- 27 Cards (13 for the Colty deck, 14 for the McReady deck)
Revolver: The Wild West Gunfighting Game
The year is 1892. The bank at Repentance Springs has been robbed. Many good citizens, including Sheriff Anton Dreyfus and school-marm Sue Daggett, were brutally slain as the gang shot its way, whooping and hollering, out of town.
Colonel Ned McReady and his men are tasked with bringing Jack Colty – a man so mean he”d steal a fly from a blind spider, or a coin off a dead man”s eyes – and the Colty gang to justice.
Revolver is a non-collectible card game set in the Old West. One player takes the role of Colonel Ned McReady and his lawmen, and his opponent assumes control of the notorious and deadly Colty gang, lead by the infamous Jack Colty. Each player has his own dieck with different cards and abilities. Both players have different goals to win the game: the Colonel must take down all of the Colty gang, and Jack must either escape over the Mexican Border or survive and make the 3:15 Train out of Rattlesnake Station during the final battle!
Consisting of two unique, yet balanced, 62 card decks, the game pits two players against each other in a life or death struggle.
Do you (as Colonel Ned McReady) have what it takes to bring Jack Colty and his gang to justice (or to their demise)?
OR, are you (as Jack Colty) mean enough to shoot down the rest of the lawmen and survive the day just to rob and pillage again?
At their disposal, the Colty gang – the meanest bunch of low down dirty dogs in the West – have a roster of weaponry to bring down the lawmen on their tail: .38 Specials, .45 Long Colts, 1866 double barrel Derringers, and even a Gatling gun! Some example cards from the gang’s deck: Cherokee Scout, “Adios, Amigoes!”, “Thanks for yer coffee and eggs, ma’am”, and “Chew on this, Gringo!”
The Colonel player’s objective is to eliminate all the gang members before they can escape across the Mexican border. He can utilize such cards as Buffalo Stampede, Rattlesnake Bite, “I can smell those yellow bellies on the wind”, “He shot my hat clean off!”, Apache Scout, and Rickety Bridge.
The game has an asymmetrical design, with both decks featuring different cards and abilities. Revolver is played using a 5-column system, representing consecutive gunfights in the following battlegrounds: The Bank at Repentance Springs, Whiskey Canyon, Buzzard Point, Rattlesnake Creek, and the 3:15 Express from Rattlesnake Station. Gameplay is quick and bloodthirsty with bandits gunned down frequently, and law-men peppered with lead by the well-placed use of “Fire at will, boys.”
Numerous tricky decisions must be made throughout. For instance, the Colty player could choose to deploy the Jackson Clan during the Whiskey Canyon battle, but the resources that this would require might make it a very risky, but rewarding, play. Similarly, the Colonel McReady player can deploy the Colonel at any time during the conflict – he’s free to play aboard the 3:15 Express Train, but hugely expensive if used at Buzzard Point, for instance. Also, during the final confrontation, Jack Colty can force the train to crash – as a last ditch effort, probably killing some of his own crew in the process – he’s as crazy as popcorn on a hot stove!
Primarily a combat-driven card game, each player must manage his deck of cards effectively to win. In addition to simple, unique abilities, each card also has two values: power and cost. Some simple icons are used to display such things as “coming-into-play” effects, and if a gringo has “True Grit”.
Revolver Contains:
- 124 Cards which form the Colonel McReady and Colty Gang Decks
- 16 Character Cards
- 1 “Derail the Train” and 1 “Mexican Border” Cards
- 14 Mexican Border Tokens
- 6 “True Grit” and 6 Power Tokens
- 1 Turn Marker
- 1 Rule Book
Players: 2
Ages: 12+
Complexity: Low-Medium
Time to Play: 45 mins
MSRP: $29.95
Stock #: SG-8002
Space Cadets
It”s your lifelong dream – to join the Star Patrol and be part of the crew of an interstellar Starship. You”ve worked hard, graduated from the Academy, and received your first assignment as part of a team of young recruits, confident in your training and ready to be put to the test.
Nothing can possibly go wrong…
You”ve been prepared for anything…
You are the Space Cadets.
Space Cadets is the highly-anticipated cooperative game from the famous Engelstein Design Family (Brian, Sydney, and Geoff Engelstein). It is your first voyage aboard one of the best starships in Star Patrol. Taking control of one of the bridge stations, you are sure that this mission will be an easy one…where nothing can go wrong… yeah… right…
In Space Cadets, 3-6 players take on the roles of Bridge Officers of a Starship. Each officer must accomplish his specific task in order for the team to successfully complete the mission. You might be the…
- Helmsman, plotting the ship”s course through asteroid fields and nebulae.
- Engineer, using dominoes to get enough power to each system.
- Weapons Officer, completing puzzles to load the torpedoes and flicking a disc down a track to launch them.
- Shield Officer, using tiles to form poker hands to get the strongest shields.
- Sensor Officer, using your sense of touch to scan and lock on enemy targets.
- Captain, setting the plan and making sure that everyone stays focused and does their job.
If your crew can work together to accomplish the mission goals, you just might make it home in one piece.
“Space Cadets” contains all of these great components:
• 8 Officer Displays
• 10 Map Tiles
• 152 Small Cards
• 18 Standard Cards
• 94 Station/Enemy Tokens
• 32 Station Tiles
• 24 Puzzle Piece
• 1 Wooden Disc
• 1 Cloth Bag
• 1 Timer
• 5 Dice
• 1 Rulebook
Players: 3-6
Ages: 8+
Complexity: Medium
Time: 90 minutes
Stock#: SG-2006
Space Cadets – Bridge Station Insignia BUTTONS
How can you command the respect of your crew, Captain, without… well, without them knowing you are the Captain?
And how will you, the Captain, know who to demote when your Helmsman runs you into the third Asteroid field?!
Introducing… Space Cadets – Bridge Station Insignia BUTTONS !
The Space Cadets – Bridge Station Insignia BUTTONS are an indispensable tool for the Bridge Crew of any non-IP infringing Starship. Have each member of your crew wear the insignia of the one or more Bridge Stations that they are manning. They will not only be stylin’, but you will know who to bark orders out during those critical seconds before a Core Breach!
Captain, these insignia buttons could be the difference between life and death! How could you not want a set!
Space Cadets – Bridge Station Insignia BUTTONS will only be available directly from Stronghold Games.
VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!
Each package contains:
9 Space Cadets – Bridge Station Insignia BUTTONS, one for each of the Bridge Station on your very own non-IP infringing Starship!
Space Cadets – Experimental Equipment and Crystals promo pack, PLUS Ship of The Line Starship miniature
A small card expansion / promo pack for Space Cadets, “Experimental Equipment and Crystals“… plus the “Ship of the Line” gray plastic Starship miniature.
The “Experimental Equipment and Crystals“ consists of three new Experimental Equipment cards for the Captain, four Special Crystal cards, and a cover card with the rules.
The “Ship of the Line” is a gray plastic Starship miniature to replace the cardboard chit starship in Space Cadets.
Space Cadets: Dice Duel – PREORDER
Your plan is quickly coming together. Simplicity itself. Just continue to close the gap to the enemy, and launch when within range. Your crew is well-trained and work quickly at their stations, just the edge you need to come out on top.
“Engineering, power to Helm. Move forward and close the distance to the enemy. Keep shields in the front. We’re going straight in”. You can feel the bridge vibrate slightly as the engines come up to speed.
“Captain, all sensors are on weapon lock”, says the Sensor Officer. “You can fire at will.”
A slight smirk crosses your face. “On my mark! Launch both tor… Wait, where did they go?” You look at the viewscreen, puzzled, with a growing sense of unease.
Sensors starts shouting. “Crystal Warp! Captain they’ve done a crystal warp and they’re directly behind us!”
From your right comes the panicked voice of the Shields officer. “Umm, Captain… All of our shields are to the front!”
You start barking out orders. “Shields, use the crystal we captured to raise the aft shield. Weapons, start to move the torpedoes to the rear tubes! Helm, get us out of here!”
The crew gets to work, but you look on in horror as two torpedoes lance out from your nemesis…
~~~~~~~~~~~~~~~~
“Space Cadets: Dice Duel” — The Team vs. Team, Real-time, Dice-Rolling Game of Starship Combat!
“Space Cadets: Dice Duel” pits two starships against each other in quick-paced combat. The players are divided into two teams, each team playing the crew of their ship. The team will win or lose together. The game ends when one side destroys their opponent by causing four points of damage through torpedoes or mines.
Each ship has six Bridge Stations:
- Engineering generates power for the other stations.
- Helm maneuvers the ship on the map.
- Weapons loads the torpedo tubes to attack the enemy.
- Sensors locks onto the enemy so torpedoes can hit, and uses jammers to stop the enemy from locking on.
- Shields helps protect the ship from enemy torpedoes.
- Tractor Beams can grab the powerful crystals, move the enemy ship on the map, and launch Mines.
There are no game turns in “Space Cadets: Dice Duel”. The game continues with players acting as quickly as possible until one side wins.
Each player will be in charge of one or more of these stations, or have the overall roll of Captain to coordinate everything.
“Space Cadets: Dice Duel” contains many high-quality components, including 50 DICE (mostly custom, engraved dice) and 2 starship miniatures.
NOTE: This product will be available for preorder in August 2013 at 30% discount from MSRP. Preorders will ship to preorder customers before the general release to the public, which is slated for September. [Status will indicate "out of stock" until the preorder window opens.]
“Space Cadets: Dice Duel” contains all of these great components:
• 2 Starship Plastic Miniatures
• 6 Purple Acrylic Crystals
• 12 Asteroid/Nebula/Wormhole Tokens/double-sided
• 4 Mine Tokens
• 1 Game Board
• 1 Rulebook
• 12 White Energy Dice
• 8 Green Sensor Dice
• 12 Red Weapons Dice
• 6 Blue Shield Dice
• 6 Orange Tractor Beam Dice
• 6 Yellow Helm Dice
• 2 Engineering Station Displays
• 2 Sensor Station Displays
• 2 Weapons Station Displays
• 2 Shield Station Displays
• 2 Tractor Beam Station Displays
• 2 Helm Station Displays
Players: 4-8
Ages: 12+
Complexity: Low
Time: 30 minutes
Stock#: SG-2007
Space Sheep! – PREORDER
The story thus far…
The life of a Strategic Space Sheep Commander isn’t easy, especially if that Commander is assigned to the Lambda Sector. Centuries of peace had lasted throughout Lambda, the various Sheep Systems have settled their remaining differences, and the sector has seen a golden age of prosperity and scientific advancement. With the era of scientific enlightenment came the creation of the Spatial Sheep Distortion Drive, supplanting the now-outdated Warp Drive. The ships outfitted with such operate both independently and synchronously with System bases to enable the crossing of vast distances in relatively short amounts of time. With this, the races of the Systems were brought even closer together. Commerce and cultural trade were at an all-time high, and families allowed their Sheeplings to roam free across the neighboring regions without fear.
All was well in the galaxy – until the first messenger ship arrived from a force that has become known only as “Wolf”. Its language was unintelligible, but its message was clear: complete and total annihilation of Sheepkind. Soon after, the first Wolf ships arrived, laying waste to the satellite planets of the Sheep Home Systems. Front-line galactic defense forces were able to stave off further destruction – but what is coming is far, far more terrifying than any threat faced in the galaxy’s known history.
All Systems have been placed under Red Alert, with the Strategic Sheep Command called together and a Flock Commander named. As members of Wolf have been spotted in Sheep Commanders’ uniform, SSC has determined that the best way of insulating the individual Systems is by outlawing all usage of the Spatial Sheep Distortion drives. Inter-system access is granted only to the Elite “Shepherd” class ships, via a complex network of Hyperspace travel. A fleet of these specialized ships has been assigned to recover the Sheeplings and return them to their Home Systems while the Wolf invasion is repelled.
You are a Sheep.
You are a Defender in the Strategic Sheep Command.
You have trained all of your career for this moment in history.
You will issue Tactics to the Shepherd Fleet to direct the Rescue Mission.
You know how to defeat Wolf – “Ewe’s The Force…”
This product will be released during 4Q’2013 in conjunction with the Essen Game Fair (October 2013). Watch for preorder announcements about 2 months in advance of the Street Date in North American.
Space Sheep! is a real-time, customizable, cooperative game – with possible traitor(s) in your midst – for 1-8 players. The Defenders want to get the Space Sheep tokens and Shepherd tokens back to their matching Systems before all the cards are gone and time has run out. (If playing with Infiltrators, thus making the game semi-cooperative, each player receives a secret allegiance card; each player knows only her own allegiance, leaving her to guess and decipher who else is on her team.) On her turn, each player will play a card from her hand, allowing her to:
Activate a System and take the action associated with it (moving the Space Sheep and Shepherds),
Play a card to move a Shepherd clockwise, or
Play any card face down to the Defense Mat.
Additionally, a player may play a card matching the System occupied by the Wolf to attack (and knock the Wolf token on its side).
One player acts as the Supreme Flock Commander, managing the one-minute sand timer. If the sand runs out, Wolf attacks and players must discard cards from the Defense Mat, the deck, or their hands; if they can’t, they lose the game. If the Wolf token has been knocked on its side, the Supreme Flock Commander may flip the sand timer before it runs out to avoid the Wolf attack, standing up the Wolf token and moving it to another System in the process.
Players who are Infiltrators will, of course, be attempting to delay action, make poor moves, and subtly manipulate the other players into making poor choices of their own. At any time players may point at one another in an accusatory fashion. If more than half the players simultaneously point at one player, this player is out of the game. He then reveals his Allegiance and:
If players have found an Infiltrator, shuffle the player’s cards in hand and place them on the bottom of the deck.
If players have found a Defender, place the player’s cards in hand on the face-down discard pile. On the ousted player’s turn, Wolf attacks.
If the Defenders get all shepherds and space sheep to their matching systems, then they win the game. If the sand timer runs out and players can’t discard enough cards – or if the number of Infiltrators matches the number of Defenders in the game – then the Infiltrators win. Players can customize Space Sheep! by varying the number of Systems in play (more Systems = more complexity), the number of tactic cards in the deck (fewer cards = greater difficulty), the strength of Wolf, the ratio of Infiltrators to Defenders, and the types of direction cards (more directions = greater variability).
Survive: Escape from Atlantis! 30th Anniversary Edition
It’s early in the 20th century – a time of exploration and adventure. The mysterious island of Atlantis has been discovered in the middle of the ocean, and there are rumors of great riches to be found there! After reaching Atlantis, the explorers are ready to return home with treasure and artifacts. But Atlantis begins to sink!
In a panic, the adventurers try to avoid a terrible fate. The luckiest will find a boat to return home while the less fortunate will have to try to swim for it. But nobody will be safe from the Sea Monsters, Whales, and Sharks that live in the ocean around Atlantis!
Who will reach dry land with their riches? Who will Survive!?
“Survive: Escape From Atlantis!” is our best selling game! Gamers and families have spoken! “Survive!” is a great light-strategy game for serious gamers, as well as a fun game to play with the family! Over 1.25 million copies have been sold since it was first published 30 years ago!
This is a true classic, and now brought back by Stronghold Games with completely upgraded components, and now in a 30th Anniversary Edition!
In “Survive”, you try to lead your Explorers from the sinking central island of Atlantis to the safety of one of four islands nearby. Your Explorers can get there quickly by boat (if they find one) or more slowly by swimming. But it will be a perilous journey as they must avoid Sea Serpents, Whales, and Sharks! When the volcano on Atlantis explodes, the game is over. The player with the most Explorer points wins!
As compared to its previous versions from other publishers, all of the components for “Survive” have been upgraded to the highest-quality levels, including slotted wood boats to carry the Explorer tokens, as well as Land Tiles of 3 different thicknesses to give Atlantis a 3-D look.
Survive: Escape From Atlantis!™ 30th Anniversary Edition includes:
• 1 Game Board
• 40 cardboard Land Tiles
• 40 plastic Explorer tokens
• 5 wood Sea Serpents
• 5 wood Whales
• 6 wood Sharks
• 12 wood Boats
• 1 custom Dice
• 1 Rulebook
# Players: 2 – 4
Complexity: Easy
Play Time: 45-60 mins
Stock #: SG-2002A
Survive: The 5-6 Player Mini-Expansion (30th Anniversary Edition)
You can now enjoy “Survive: Escape From Atlantis!” with more players!
This mini-expansion enables you to enjoy the great game, “Survive: Escape From Atlantis!”, with up to 6 players!
In “Survive: Escape From Atlantis!”, you don’t want to leave anyone behind on the sinking island of Atlantis. And now with this “5-6 Player Mini-Expansion”, you don’t even need to leave your friends and family behind when playing the game! Play with up to 6 players for a bigger and even more fun game of “Survive: Escape From Atlantis!”
This “5-6 Player Mini-Expansion” includes:
- 20 Plastic People Tokens (10 Orange and 10 White)
- 1 Rules sheet
NOTE: You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.
This “5-6 Player Mini-Expansion” includes:
- 20 Plastic People Tokens (10 Orange and 10 White)
- 1 Rules sheet
NOTE: You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.
Stock# SG-9002-A
Survive: The Dolphins and Dive Dice Mini-Expansion (30th Anniversary Edition)
The Sea Creatures around the sinking island of Atlantis have always been dangerous… but now these behemoths can move faster and dive across the seas to attack Swimmers and Boats!
However, friendly Dolphins now can be found in these waters as well! The Dolphins are there to protect your Swimmers, but will they be enough to keep you safe as you try to Survive!
“Survive: Dolphins and Dive Dice“ mini-expansion is compatible with “Survive: The Giant Squid” and “Survive: 5-6 Player” mini-expansions, each sold separately.
“Survive: Dolphins and Dive Dice” mini-expansion includes:
- 4 Dolphin Tokens
- 1 Rules sheet
- 2 blue Dive Dice (engraved)
- 1 red Creature Die (engraved)
NOTE: The red Creature Die is not used with this mini-expansion, but rather is a small gift to those who preferred the engraved red Die from the original blue box edition. Enjoy this little extra gift from Stronghold Games!
NOTE: You must have the base game “Survive: Escape From Atlantis! – 30th Anniversary Edition” to enjoy this expansion.
In the “Survive: Dolphins and Dive Dice” mini-expansion, your enemies become more powerful… but so do your allies!
All Sea Creatures in the game will have the powerful ability of “diving” to unoccupied sea spaces, as well as having the potential to move up to three spaces, whenever they move! Their movement is now controlled by the blue Dive Dice contained this mini-expansion, making them more deadly to your People than ever!
However, there are friendly Dolphins now in the game, which will protect your Swimmers from the attacks of other Sea Creatures!
“Survive: Dolphins and Dive Dice” mini-expansion includes:
- 4 Dolphin Tokens
- 1 Rules sheet
- 2 blue Dive Dice (engraved)
- 1 red Creature Die (engraved)
NOTE: The red Creature Die is not used with this mini-expansion, but rather is a small gift to those who preferred the engraved red Die from the original blue box edition. Enjoy this little extra gift from Stronghold Games!
NOTE: You must have the base game “Survive: Escape From Atlantis! – 30th Anniversary Edition” to enjoy this expansion.
Stock# SG-9003-A
Survive: The Giant Squid – mini-expansion (30th Anniversary Edition)
There has long been a debate in the scientific community: Which creature is mightier, the Whale or the Giant Squid? At long last, you can decide! The Whale and the Giant Squid are pitted against each other here in battle!
But wait… Will they attack each other? Or will they attack your poor escaping people and their boats? Let the battles begin!
In “Survive: The Giant Squid” mini-expansion for “Survive: Escape From Atlantis!”, players add an additional creature, The Giant Squid… and it is hungry! With its long tentacles, The Giant Squid can not only reach into boats to attack people, but it can also reach onto land to chomp on people, making your opponents’ people on land vulnerable as well! The Giant Squid adds a whole new twist to the great game of “Survive Escape From Atlantis!”
“The Giant Squid” mini-expansion includes:
- 5 Giant Squid Tokens
- 1 Rules sheet
NOTE: You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.
“The Giant Squid” mini-expansion includes:
- 5 Giant Squid Tokens
- 1 Rules sheet
Stock# SG-9001-A
NOTE: You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.
Time ‘n’ Space – PREORDER
Here, where space is endless and time is precious, you face the challenges of a true space commander. From the bustling hub that is your control center, you coordinate your planet’s production, transport, and demand, and travel to other planets to fulfill orders.
However, each of your actions requires the flip of a one-minute sandtimer, and you only have two of these timers. In exactly 30 minutes you must manage as many deliveries as possible, while simultaneously, the other players do the same. So keep a cool head and your communication channels wide open to arrange for the most opportune deals with each of the other players!
Time ‘N’ Space is a game for game for 3-4 players, and plays in exactly 30 minutes! An introductory game is also provided that plays in 12 minutes.
Each player is given 2 one-minute sandtimers which control the actions that the players can take. The sandtimers are used by the players to preform their actions (production, movement of spaceships, pickup and delivery of good). This production management, pickup and delivery game features a most unique dual-sandtimer mechanic, making Time ‘N’ Space a truly one-of-a-kind game experience!
Any 30-minute timer can be used to track the game length…
…or a 30-minute soundtrack is available at the publisher’s website (www.strongholdgames.com or www.eggertspiele.de)…
…or the FREE Stronghold Games Timer app can be downloaded for iOS from the Apple Store or for Android from the Google Store to play the soundtrack or just track the game timer.
NOTE: This product will be available for preorder in June 2013 at 30% discount from MSRP. Preorders will ship to preorder customers before the general release to the public, which is slated for late July. [Status will indicate "out of stock" until the preorder window opens.]
Time ‘n’ Space contains:
• 1 Double-sided Game Board
• 4 Player Boards
• 4 Spaceships
• 8 Sandtimers
• 24 Building Tiles
• 48 Goods Cubes
• 96 Order Tiles
• 4 Bonus Order Tiles
• 1 Rule Book
Players: 3-4
Ages: 10+
Time: 30 mins exactly
Complexity: Medium
Stock #: SG-8011
Vampire Empire – PREORDER
In a foreboding castle somewhere in central Europe, a strange fear has descended upon the inhabitants. One morning the body of a young girl was found, as pale as a sheet of paper, dry and totally drained of blood. Vampires are on the prowl! Who is the monster who murders innocent during the night? Before the truth will be discovered, more than one person may face unjust accusations thrown out by the devious servants of darkness. Will the vampires be successfully caught before they endanger the entire society, or will the castle and city fall forever into darkness?
Three characters in the castle are vampires. A human investigator is trying to determine which three of nine characters he encounters are, in fact, monsters hiding in human form so that he can eliminate them. The head vampire, on the other hand, must bluff cleverly, present confusing clues, and trick the humans into attacking innocent citizens. By doing this, the vampire can kill the most important characters in the city or conquer the castle.
Vampire Empire is a two-player card game with a lot of bluffing and player interaction. In this very thematic setting, each player possess a unique deck of cards granting different powers, and each player had different goals to win the game!
NOTE: This product is NOW AVAILABLE FOR PREORDER!
• A game of bluffing and deduction for 2 players.
• Give confusing clues to set your opponent astray
• Unique, thematic, gothic artwork provides fantastic atmosphere to this great game!
• Our great “2-player series”! (like Revolver)
Vampire Empire contains:
• 9 Character Cards
• 9 Art Card Sleeves
• 9 Character Tokens
• 40 Vampire Deck Cards
• 40 Human Deck Cards
• 12 Attack/Defense Markers
• 1 Bag
• 1 Card Overview Sheet
• 1 Rulebook
Players: 2
Ages: 10+
Time: 45 mins
Complexity: Low-Medium
Stock#: SG-8010
Völuspá (a.k.a. Voluspa) – PREORDER
Will Thor survive the challenge of the trickster, Loki?
Will the Valkyries overtake Odin?
In the oldest poem of Norse Mythology, the Völuspá tells the story of the endless struggle of powerful gods, dangerous creatures, and forgotten races. Which beings will dominate? Here the story will unfold differently each time, as a new force rises in dominance!
In the game, Völuspá, the players play tiles with twelve different characters and creatures of Norse Mythology, using the power of these tiles to block, capture or intimidate in order to control other tiles and score points. The player who scores the most points by dominating other tiles wins the game.
Völuspá is an easy to learn tile-laying game with great depth. It is a reimagining and retheming of the highly regarded game, Kachina.
Völuspá includes the expansion module Saga of Edda, which offers even more strategic opportunities and replayability!
NOTE: This product is now available for PREORDER!
• An easy to learn tile-laying game with great depth.
• Simple rules: Play a tile; use its power/ability.
• Includes the expansion module, Saga of Edda
• Beautiful artwork by Pierô (Lost Temple)
• Retheming of the highly-regarded game Kachina.
Völuspá contains these great components:
• 60 Cardboard Tiles (base game)
• 25 Cardboard Tiles (Saga of Edda expansion)
• 5 Score Markers
• 5 “+50/+100” Point Tokens
• 1 Score Board
• 1 Rulebook
# Players: 2-5
Complexity: Low
Play time: 45 mins
Stock#: SG-8009
