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Welcome to the Stronghold Games product catalog! Here you will find the list of our current games, as well as any games that we have announced as a future publication!  You can buy our currently available games here, and you will be able to find out when our future releases will be available. Have fun browsing!   [Oh, and if you are looking for the CHECKOUT button, look LEFT, under NAVIGATION, second link! ]    

Among The Stars

Among the Stars takes place in a war-ravaged galaxy where the warring alien races have declared peace in the wake of a threat with the potential to destroy them all. An Alliance is established to build space stations throughout the galaxy in order to promote trade among the races, strengthen diplomatic relations, and defend against this impending threat.  Each player takes the role of one of those races trying to build the greatest space station. Through card drafting, the players select locations, and use these to build their station, scoring victory points based on the placement.  The construction lasts four years, and alien race with the most points at the end wins.

Among the Stars is a critically acclaimed game, which uses card drafting (like in “7 Wonders“).  It was originally published only in Europe by Artipia Games, and it has been unavailable in retail channels throughout the rest of the world.  Stronghold Games is proud to bring this game out for the North American, Asian, and Australian gamers!

All expansions for Among the Stars will be published by Stronghold Games as well, so stay tuned for the rest of this great game line!

Here is a wonderful thematic video featuring the great gameplay of Among The Stars at this link:

Thematic video of AMONG THE STARS featuring the great gameplay!

Additional DescriptionMore Details

Components:
•4 Main Reactor cards (Square 7x7cm)
•72 Basic Location cards (Square 7x7cm)
•44 Special Location cards (Square 7x7cm)
•12 Power Reactor cards (Square 7x7cm)
•8 Objective cards (Square 7x7cm)
•12 Conflict cards (Square 7x7cm)
•8 Racial Abilities (punched board)
•1 Score Board (16.8cm x 26cm)
•4 Player markers (punched board)
•1 Turn marker (punched board)
•30 1-credit tokens (punched board)
•10 5-credit tokens (punched board)
•20 Energy Cubes (Transparent Plastic approx 12x12x12mm)
•Ziplock PE-Bags
•Rulebook

Players: 2-4
Ages: 10+
Time: 30 mins
Complexity: Easy

Stock#: SG-8013


$49.95Price:
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Among The Stars: Expanding The Alliance

The Great Galactic War is upon us!  The Alliance of Races in the galaxy move swiftly to build their space stations with new technology that they are creating to defend against the impending threat.

Among the Stars: Expanding The Alliance (formerly known as “The Promos“) is the second expansion for Among the Stars. This expansion can be combined with the base game and/or the first expansion, Among the Stars: The Ambassadors.

Among the Stars: Expanding The Alliance features a significant amount of new game material for lovers of this great game system, Among the Stars.  See “More Information” for the extensive list of included components.

The Among the Stars line of games is critically acclaimed, using card drafting (like in “7 Wonders“).  It was originally published only in Europe by Artipia Games, and it has been unavailable in retail channels throughout the rest of the world.  Stronghold Games is proud to bring this game out for the North American, Asian, and Australian gamers!

All expansions for Among the Stars will be published by Stronghold Games as well, so stay tuned for the rest of this great game line!

Here is a wonderful thematic video featuring the great gameplay of Among The Stars at this link:

Thematic video of AMONG THE STARS featuring the great gameplay!

Additional DescriptionMore Details

Components:

Special Locations
Ambassadorial Shuttle (2 cards)
Waste Processing Facility(2 cards)
Galactic Expo (2 cards)
Xenobiology Lab (2 cards)
Zero Gravity Area (2 cards)
Defense Grid (2 cards)
Casino (2 cards)
Section Seal (2 cards)
Logistics Facility (2 cards)
Galactic Trade Centre (2 cards)
Space Combat Simulator (2 cards)
Alliance Strategic Command Location Set (2 cards)
Mess Hall Location Set (2 cards)
Administrative Sector Gateway (2 cards)
Diplomatic Sector Gateway (2 cards)
Business Sector Gateway (2 cards)
Recreational Sector Gateway (2 cards)
Military Sector Gateway (2 cards)
Hotel (alternative artwork) (2 cards)
Holding Cells (alternative artwork (2 cards)
Ship Repair Facility (alternative artwork) (2 cards)
Alien Museum (alternative artwork) (2 cards)
Galactic Court (alternative artwork (2 cards)

Conflict Sets
Infestation (12 cards) + Tokens
Relocation (12 cards)

Objectives
Energy Efficient (1 card)
Fully Operational (1 card)
Something for Everyone (1 card)
Multipurpose (1 card)
No Delays (1 card)
Reach for the Stars (1 card)

Races
Debos Alien Race
Nyxtos Alien Race + Tokens
Ludons Alien Race + Tokens

Ambassadors
Ludons (4 cards)
Revuarz (4 cards)

Mini Expansions
Alliance Inspection (6 cards)

Reactors
Vak Main Reactors (2 cards)
Vak Main Reactor for the 5th and 6th player (1 card)
Main Reactors for the 5th and 6th player (2 cards)
Power Reactors (3 cards)

Other
Ship Tokens for the 5th and 6th player (2 tokens)
Bureau cards for the 5th and 6th player (10 cards)
10-credit token (1 token)
5-credit token (1 token)
8x Energy Cubes

Players: 2-6
Ages: 10+
Time: 30 mins
Complexity: Easy

Stock#: SG-7031


$34.95Price:
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Among The Stars: The Ambassadors

In order to assist in the construction of their space stations, each race has formed a team of ambassadors to visit other space stations in need. These ambassadors are willing to offer their services and strengthen the bonds of the newly-formed alliance.

Among the Stars: The Ambassadors introduces ambassadors with the addition of a fourth action that allows the players to invite them to their station and make them part of their Council. Each ambassador comes with a different ability, based on his race”s strengths and capabilities. However, there is limited space in each player”s Council so they have to choose wisely who they are going to invite.  Among the Stars: The Ambassadors greatly increases play interaction into this already exciting and tense game!

Among the Stars: The Ambassadors is a boxed expansion for Among the Stars featuring more than 150 new cards. Apart from the Ambassador cards, it includes more than twenty different new Locations, new Objectives, a new Alien race, new Conflict sets (to replace the original one, rather than mix with) and additional material / rules for 5th and 6th player.

The Among the Stars line of games is critically acclaimed, using card drafting (like in “7 Wonders“).  It was originally published only in Europe by Artipia Games, and it has been unavailable in retail channels throughout the rest of the world.  Stronghold Games is proud to bring this game out for the North American, Asian, and Australian gamers!

All expansions for Among the Stars will be published by Stronghold Games as well, so stay tuned for the rest of this great game line!

Here is a wonderful thematic video featuring the great gameplay of Among The Stars at this link:

Thematic video of AMONG THE STARS featuring the great gameplay!

Additional DescriptionMore Details

Components:
- 162 new cards
— Ambassador cards
— new Locations
— new Objectives
— new Alien race
— new Conflict sets
17 tiles
1 printed box insert
1 rulebook

Players: 2-4
Ages: 10+
Time: 30 mins
Complexity: Easy

Stock#: SG-7030


$34.95Price:
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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.

Additional DescriptionMore Details

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


$49.95Price:
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CO2 (a.k.a. CO₂)

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!

Additional DescriptionMore Details

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


$59.95Price:
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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!

Additional DescriptionMore Details

The “CO₂ – Arctic mini-Expansion” contains:

- 3 cards
- 1 rulebook


$5.00Price:
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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.

Additional DescriptionMore Details

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


$34.95Price:

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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!

Additional DescriptionMore Details

“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


$59.95Price:
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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!

Additional DescriptionMore Details

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


$44.95Price:
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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.

Additional DescriptionMore Details

Each package contains:

7 cards, including Buono (a new Core World) and reprints of the original 6 Core Worlds with added flavor text.


$5.00Price:
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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.

Additional DescriptionMore Details

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


$34.95Price:
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Core Worlds: Revolution

The Supreme Monarch gazed out his palace window, trembling with rage at the galaxy that had forsaken him. For long months he had retained his people”s allegiance by branding his enemies as barbaric invaders, as marauders whose only goal was to plunder and ravage his empire. But now reports were spreading that these invaders were rebuilding their conquered worlds and adorning them with marvelous advancements. Moreover, many of the realm”s greatest heroes were flocking to his enemies” side, and their heroic exploits were fast becoming the stuff of popular legend.

The situation had worsened. This was no longer a mere incursion into his territory, a simple uprising to be quelled. The galaxy now stood at the threshold of something far greater, something far more dangerous. And his people dared to embrace it! But he would make his people suffer, even if his retaliation ended in the devastation of entire worlds. He would not allow his kingdom to betray him with impunity, even if he was ultimately powerless to stem the tide of the coming REVOLUTION!

Core Worlds: Revolution allows players to delve deeper into the story of the Core Worlds universe. Players will be able to build incredible Advancements on their conquered Worlds, including Cosmic Terraformers, Wormhole Generators, and Dark Energy Power Cores. Players will also be able to employ Heroic Tactics keyed to specific Heroes, such as Baron Viktor”s “Sacrificial Lambs”, the Promethean Cyborg”s “Accelerated Procurement,” and Queen Alais”s “Warrior Queen.” Each Hero will command 3 unique Heroic Tactics kept in a separate Heroic Deck beside the players” regular draw decks. The expansion also features 3 new Heroes (Captain Alexander, the Prophet, and Duke Magnus), each complete with his own set of Heroic Tactics.

Core Worlds: Revolution includes nearly 100 new cards that magnify the richness and excitement of the Core Worlds universe!

Additional DescriptionMore Details

Components:
- 97 Cards
- 12 Revolution Tokens
- 10 Core World Tokens
- 1 Central Zone Plaque
- 1 Rulebook

Players: 2-5
Ages: 10+
Time: 60-120 mins
Complexity: Medium

Stock#: SG-3003


$29.95Price:
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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…:)

Additional DescriptionMore Details

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


$14.95Price:
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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!

Additional DescriptionMore Details

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


$69.95Price:
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Diamonds – by Mike Fitzgerald

Diamonds is a trick-taking card game in which players collect Diamonds — not cards bearing that suit, mind you, but rather actual “Diamond Crystals” (acrylic crystals) included in the game.

What makes the game of Diamonds different from other trick-taking card games is that when you cannot follow suit you get a “Suit Action” based on what suit you do play.  Suit Actions are also taken by the winner of each trick, as well as at the end of a full Round of play.

Suit Actions will enable players to take Diamond Crystals from the Supply, moving them to their Showroom (where they may score 1 point) or to their Vault (where they will score 2 points).  The Vault is a secure area, but the Showroom is vulnerable to theft by the other players.  Whoever has the most points in Diamond Crystals at the end of the game wins!

Diamonds features great components, great gameplay, and stunning Art Deco stying with metallic gold and silver inks.

Diamonds is designed by the master of card games, Mike Fitzgerald.  We are proud to make Mike”s game the first in the new “Pocket Line” for Stronghold Games.

Additional DescriptionMore Details

Components:
• 60 Playing Cards, numbered 1-15 in the four standard suits
• 6 Player Aid cards
• 6 Vaults
• 110 small clear (1-point) Diamond Crystals
• 25 large red (5-point) Diamond Crystals
• Rules

Players: 2-6
Ages: 8+
Time: 30 mins
Complexity: Easy

Stock#: SG-0001


$24.95Price:
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Going, Going, GONE!

Going, Going, GONE! a game designed by Scott Nicholson, the host of the very popular web video series “Board Games With Scott“.  Scott has created a new video for this game.  Watch it now!

http://www.youtube.com/watch?v=fAlOMr00lc8

 

Can you keep calm while bids are rising?  Experience the exhilaration of real life auctions!

In Going, Going, GONE!, players are trying to win items by bidding on 5 simultaneous auctions while the Auctioneer counts down from 10 to 1!

Players bid on these 5 simultaneous auctions by physically dropping their wooden cubes (known as “Bucks”) into any or all of the 5 transparent Auction Cups, each of which represents an auction for one or two Item Cards.

At the end of the countdown, the Auctioneer says “GONE!”, and quickly places the Auction Paddle over the 5 Auction Cups to close the auctions.  The player who has the most Bucks in each Auction Cup wins that auction and takes the Item Cards for that auction.  Collection of items may be sold throughout the game for more Bucks, or players can keep building their collections to sell them at the end of the game.

The player with the most Bucks at the end of the game wins!

Going, Going, GONE! is a simple to learn, exciting and unique game for players of all skill levels!  It is ideal for playing in public spaces.  Since the players control the pacing of the game and the variants used, the game adapts to the playing style of the players.

 

$49.95Price:
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Kanban: Automotive Revolution

Kanban — the Japanese word for “billboard” — is a term for the visual cues that might be used in a lean, efficient assembly line in order to expedite and smooth workflow. These signals get the workers what they need, where they need it, when they need it to create a just-in-time (JIT) production system.

The setting for the game Kanban: Automotive Revolution is an assembly line. The players are ambitious managers who are trying to impress the board of directors in order to achieve as high a position as possible in the company and secure their careers. With promotions come advantages at the factory, such as more space to store precious materials and greater prestige to accelerate your ascent. Through solid management, you must strive to shine next to your peers. You need to manage suppliers and supplies, improve automobile parts, innovate — anything to stay on the cutting edge, or getting your hands greasy on the assembly line in order to boost production. You must exercise wisdom in choosing which projects you should start, selecting only those that will give you the upper hand and shunning those that will bog you down or cause the unthinkable — failure — which would diminish you in the eyes of the board.

Over the course of the game, you persuade the board and the factory tender to help you develop and improve automobile parts. You make shrewd use of the outside suppliers and the limited factory supplies in order to appropriate needed part when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn”t wait for you or for mistakes.

Like the process itself, Kanban: Automotive Revolution proves to be both innovative and rewarding. Game mechanisms tightly tied to the automobile manufacturing theme include:

  • The factory manager is a game-driven non-player character with two modes of play (“nice” or “mean”) to offer a friendly or more competitive gameplay environment.
  • Two independent player-influenced game timers — the factory production cycle and work week clock — provide timing tension to the game, trigger intermediate scoring phases, and factor into the game end conditions.
  • A simulation of the factory assembly line with spatial point-to-point movement adds an element to the game that requires optimal timing.
  • A design and innovation department, leveraged to manipulate the value of the various car models and component upgrades produced within the factory, drives the economy of the game.
  • Departmental training and certification tracks provide players a means to operate more efficiently.

If you want a seat on the board someday, you need to show that you can keep a complex machine running smoothly, efficiently, with everything happening just at the right time. Kanban: Automotive Revolution is a pure Eurogame focused on economics and resource management that puts you in the driver”s seat of an entire production facility, racing for the highest level of promotion.

Additional DescriptionMore Details

Components:
• 1 game board
• 16 page Rulebook

For each player in 4 colors (so multiple the below by 4 for total components):
•1 player board
•7 discs to track shifts and training
•1 certification meeple (short bust)
•1 worker meeple (tall)
•5 player lock tiles
•Player aid sheet

Factory manager components:
•1 pink worker pawn
•1 pink cylinder to track the week count

Other tokens:
•1 silver cylinder to track the production cycle
•1 silver wooden car to track the production cycle
•6 cubes to trace car parts value
•9 cubes x 6 colors representing car parts
•8 wooden car tokens x 5 colors (green, blue, yellow, red and black)
•1 two sided production track overlay for 2 and 3-player games
•A big huge wooden token to signal the meetings (building shaped)

Cards:
•12 kanban cards to order parts
•32 CEO goal cards

Tiles:
•7 blueprints x 5 models
•43 seat tiles (23 red and 20 in player colors)
•12 factory goal tiles
•5 kanban tiles for cars demand
•16 plaque award tiles
•15 book tiles
•12 wild cube tiles
•6 final score tiles

Players: 2-4
Ages: 10+
Time: 90-120 mins
Complexity: Medium

Stock#: SG-2010


$59.95Price:
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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!

Additional DescriptionMore Details

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


Price: $14.95
$10.47Price:
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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?

Additional DescriptionMore Details

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


$34.95Price:
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Lost Temple: The Mandarin (promo)

The bonus card ‘The Mandarin’ gives you the opportunity to play Lost Temple with even up to 9 players!

It consists of the extra card ‘Mandarin’ (in English) as well as an extra pawn (red) and card (brown) for a 9th player.

The special ability of the Mandarin: move forward as many spaces as your rank in the race.  [Price includes shipping]

…and he’s also Tony Stark’s nemesis… :)

$6.00Price:
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Medina

The City of Medina, the year 1822. After years of decay, it is time to rebuild Medina, located at the foot of the Atlas Mountains. The players work to erect large and beautiful palaces and to renovate the damaged city wall.  As life returns to the old city, people flock through the alleys and the contours of the new city gradually reappear!

Each turn, players may place two pieces on the board, either augmenting an existing building or starting a new buiding if the current building of that color is finished.  Each player will claim one building of each of the four colors by the end of the game, giving one point per wooden piece attached to the building.  Also, if you own the largest building of a particular color you get a bonus for that color.  Finally, there are bonuses for the player who most recently connected one of their buildings to the walls, which grow from the four corners of the city.

Medina is a tense game by the great designer Stefan Dorra.  This new edition of the game features a double-sided game board, almost 200 wooden pieces, and updated gameplay, as well as rules and components never before published for this game!

Medina is a reprint of the critically-acclaimed game, originally published in the USA by Rio Grande Games.

Additional DescriptionMore Details

Components
- 1 double-sided Game Board
- 80 wood Building pieces
- 16 wood Rooftops
- 12 wood Stables
- 31 wood Merchants
- 36 wood Walls
- 4 wood Towers
- 1 wood Well (new!)
- 4 Tower Tiles (new!)
- 4 Palace tiles
- 6 Tea tiles
- 4 Player Screens
- 1 Score Block
- Rules

Players: 3-4
Ages: 10+
Time: 60-90 mins
Complexity: Medium

Stock#: SG-8014


$59.95Price:

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Merchant of Venus – SIGNED BY RICHARD HAMBLEN!

Stronghold Games has a very limited number of Merchant of Venus *SIGNED* by the designer of the great game himself, Richard Hamblen!

Mr. Hamblen appeared at the WBC in August 2013, his first convention appearance in 30 years, so the opportunity to get a SIGNED COPY of MERCHANT OF VENUS is not likely to happen again!

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.

Space traders, get your ships ready for launch because it’s time to engage in some wild entrepreneurship!

Featuring a double-sided board, Merchant of Venus offers rules for both Richard Hamblen”s classic game and Rob Kouba”s reimagined version.

Additional DescriptionMore Details

Merchant of Venus uses many elements which come together to form a very interesting game. Players take on the roles of space traders who move their ships through interconnected systems discovering new alien worlds to trade with.

As players start to make money delivering commodities in a unique supply-and-demand system, their earnings can be used to purchase better ships and equipment (shields, lasers, engines, etc…) and construct their own spaceports (which speed up trading) and factories (which create better commodities).

Variations included in the rulebook allow for interplayer combat. The player who first acquires enough total value ($1000, $2000, $3000, $4000) in cash and port/factory deeds takes the day.


$79.95Price:
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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.

Additional DescriptionMore Details

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


$49.95Price:
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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!

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!

Additional DescriptionMore Details

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


$59.95Price:
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Panamax – The 100th Anniversary of the Panama Canal

After one hundred years in service, the Panama Canal still is one of the most important and impressive engineering achievements in modern times.

Built in 1914, it held a prominent role in the deployment of military vessels during WWI and in the conflicts that have followed. Nowadays commercial usage is the core business of the Channel; its economic impact is profound and has not only developed the region, but in fact helped define shipping throughout the world.

In the wake of the Canal’s opening hull designs were influenced accordingly; ships fell into three categories, those that could travel through easily and in groups (Feeder class), massive ocean going ships too big to enter the Canal (ULCV or Ultra Large Container Vessels), and the new standard – designed to the maximum limits of the Panama Canal. These ships are called PANAMAX.

In Panamax each player manages a shipping company established in the Colón Free Trade Zone. Companies accept contracts from both US coasts, China and Europe and deliver cargo in order to make money, attract investment and pay dividends. At the same time the players accumulate their own stock investments and try to make as much money as possible in an effort to have the largest personal fortune and win the game.

Panamax features several original mechanisms that blend together; an original dice (action) selection table, pickup-and-deliver along a single bi-directional route, a chain reaction movement system – “pushing”  ships to make room throughout the Canal and a level of player interaction that is part self-interest, part mutual advantage and the freedom to choose how you play.

On their turn, players remove a die from the Action table to select Contracts and Load Cargo or Move ships until the pool of dice is emptied ending the Round. Over the course of 3 Rounds these actions are blended during the turn to create a logistics network which each player uses to ship their cargo, minimize transportation fees and increase the net worth of their Company. Each Company has a limited amount of Stock that the players can purchase in exchange for investing – receiving a dividend each Round. The questions for the players will be which companies are likely to yield higher dividends?

There’s more to explore and several ways to win, but we ask that you join us at the table and celebrate the 100th Anniversary of the Panama Canal with a session of PANAMAX!

Additional DescriptionMore Details

Components:
• Game Board
• Rule Book
• Summary and Bonus card leaflet
• 4 Company Clipboards; 1 per player
• 4 wood cubes; 1 per player
• 4 wooden discs; 1 per player
• 16 Company ship tiles; 4 per player
• 20 Shares of Company Stock; 5 Shares per Company
• 36 Cargo dice; 9 dice per player color
• 51 cards; 24 Contract, 8 Setup Contract, 5 Captain, 5 Stevedore, 9 Financial Advisor
• 44 flag tokens; 11 per national territory
• 16 white Action dice
• 8 Unique ship tiles; 4 Military, 3 Cruise, 1 Panamax
• 24 tokens; 8 Passenger; 7 Bailout; 4 $50; 3 Managing Director Awards; 1 Lock & 1 Waterway marker
• 90 plastic coins; 60 $5, 30 $1

Players: 2-4
Ages: 12+
Time: 90-120 mins
Complexity: Medium

Stock#: SG-6001


$59.95Price:

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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?

Additional DescriptionMore Details

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


$29.95Price:
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Panic Station: Survival Kit – mini expansion

Don’t leave home without it!

This is the Panic Station: Survival Kit mini-expansion, which  contains 6 new cards for the great thematic semi-cooperative game, Panic Station.  It really can be considered a “Survival Kit” for the Humans in the game, which are fighting an uphill battle as The Host is after each of them, infecting them to join the The Host’s team…

The cards in “Panic Station: Survival Kit mini-expansion” are:

2 Night Goggles: This allows players to search an already searched room (one time use) without a Parasite spawning.

2 Parasite Signals: This allows a player to lure a Parasite away from a location where it would otherwise land. This would normally be used to ensure that Parasites do not land in a space with Humans. Of course, if this item is in the hands of the Host or an infected player, it can be used a little more devlishly.

1 Sniper Rifle: This ranged weapon allows players to target Parasites and Players up to 2 rooms away, and thus it is a very powerful weapon to defend yourself or attack another without the need to move to a more dangerous location.

1 Antidote: this is a one-time use injection. If this card is traded to an infected player, the player will be cured of the infection and be turned back to Human. This can be very dramatic, since it can give a human team on the brink of defeat a way to fight back.

Additional DescriptionMore Details

Don’t leave home without it! Really!


$5.00Price:
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Revolver 1 : 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?

Additional DescriptionMore Details

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


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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!

Additional DescriptionMore Details

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


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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.

Additional DescriptionMore Details

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


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Revolver 1.3: Vengeance on the Frontier (Expansion 1.3)

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 1.3: 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 1.3: 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.

Additional DescriptionMore Details

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


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Revolver 1.4: The Tarnished Star (Expansion 1.4)

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 1.4: 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 1.4: 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.

Additional DescriptionMore Details

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


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Revolver 1.5: Death Rides A Horse (Expansion 1.5)

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!

Revolver 1.5: Death Rides a Horse – the fifth in a series of expansions for Revolver 1– provides additional card for all existing decks in the Revolver 1 universe.

Revolver 1.5: Death Rides a Horse includes new cards for both players that give each the opportunity to customize their decks, bringing new variety and replayability to each game.  It also adds cards for the Frontier Decks introduced in Revolver 1.3, as well as a new Battlefield card, a new Ambush card, and new tokens.

Additional DescriptionMore Details

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


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Revolver 1.x: By the Gun They Died

NOTE: This is available in North America ONLY on the Stronghold Games website! That’s what I’m sayin’, Pardner!

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!

Additional DescriptionMore Details

This expansion for REVOLVER 1 contains:

- 27 Cards (13 for the Colty deck, 14 for the McReady deck)


Price: $19.95
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Revolver 1.x: Elias Hooker promo card

Elias Hooker had a bitter dispute during a Poker game in a saloon in Oklahoma, and was later arrested for the murder of Gus Armstrong during the most ferocious thunderstorm anybody could recall.

On April 19, 1885 a vigilante mob of over a hundred fifty men stormed the jail, and dragged out Elias, along with Jim Evans, Jesse Miller, and D.B. Nott. All four of them were hanged in an abandoned barn behind the jail.

Elias survived, against the odds, when he was cut down minutes after his short-drop attempted execution, by Deputy ‘Clay’ Beckwith – he and ten lawmen broke up the vigilante gathering. The records state that thirty men were arrested that moon-lit April night, but the records do not tell if the other prisoners survived.

After being taken to Surgeon’s Hall, the authorities decided to reprieve Elias and his sentence was commuted to transportation for four years. While serving his sentence, Elias turned to the teachings of the Good Book for guidance – returning to Repentance Springs a changed man. Soon, he found that his gunfighting and horse-handling skills had attracted the recognition of Ned McReady, who gave the man a badge.

When Jack Colty rained bullets about town, Elias was one of the first to ride with Ned. The rest is history…

Revolver 1.x: Elias Hooker is a single promo card for Revolver 1: The Wild West Gunfighting Game. [Price includes shipping]

$3.50Price:
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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.

Additional DescriptionMore Details

Each package contains:

80 “Jack Colty” card protector sleeves, enough to protect your Jack Colty card deck.


$12.95Price:
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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.

Additional DescriptionMore Details

Each package contains:

80 “Ned McReady” card protector sleeves, enough to protect your Ned McReady card deck.


$12.95Price:
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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 !

Additional DescriptionMore Details

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


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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.

Additional DescriptionMore Details

Each package contains:

80 “Mapache” card protector sleeves, enough to protect your General Mapache card deck.


$12.95Price:
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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.

Additional DescriptionMore Details

Each package contains:

80 “Padre Esteban” card protector sleeves, enough to protect your Padre Esteban card deck.


$12.95Price:
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Rogue Agent (LIMITED EDITION)

Rogue Agent (LIMITED EDITION) — This “Limited Edition” of the game will contain 10 additional Criminal cards.  Please note that this will be the only printing of the Rogue Agent (LIMITED EDITION).

2048, Earth. The corrupt government has lost grip on Rain City, a brooding metropolis were crime runs amok, depsite patrolling police squads.  This desperate battle has recently seen a new player: a secret Agency of Bounty Hunters, attempting to control the endless assaults on innercity life.

Your task: Defeat and arrest Criminals, defuse high tech bombs that threaten to destroy city districts, and prevent assassins from completing their destructive path.  You are one of the members of this secretive brotherhood of justice.  So… are you ready to survive the crime waves in the big city and uncover the infiltrating Androids amongst your team that plan a revolt?

Rogue Agent is a tense cyberpunk adventure game, pitching players against underground networks.  The game features detailed plastic miniatures, a large variety of unique criminals to defeat, special icon-driven custom dice,  and two different game play modes.

In Rogue Agent, players control an agent working for the shady corporation known as “The Agency”, created to control Rain City”s crime rate, which has rapidly outpaced the capabilities of the regular police force. Players win the game by obtaining the most power over the city in a race against the game system that creates a living city in which crime and other challenges await at every corner.

Each round consists of an action phase, preceded by an upkeep phase. During this action phase, players score power by successfully eliminating assassins, turning in crime bosses, and defusing high-tech bombs that threaten to destroy whole districts. Through investigation of city areas, players gather resources that will be vital for survival. Positioning collaborators in the different locations of the city aids agents in overcoming confrontations with local thugs. Meanwhile, the city police squad is hot on your trail, hoping to contain the illegal side jobs that agents are known for. The Agency, however, has its own air defenses it can call in for support.

Players can scout locations in search for valuable resources that will help them upgrade their abilities, to get more control over the challenges in the game. As the game develops agents can upgrade their vehicle, weapon and scout abilities as well as gather information about the true identities of other agents. There might be traitors within the Agency. Some of you might be android agents, secretly planning a revolt. Through careful investigation, players can gather intelligence about the true identity of other players. As the game progresses, traitors amongst the agents could be revealed in the form of Androids. These agents have access to new victory conditions – destroying key locations holding information about android production and eliminating human agents – in a deadly race for control of the city. The first player to reach eight power wins.

$59.95Price:
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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.

Additional DescriptionMore Details

“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


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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!

Additional DescriptionMore Details

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!


$9.95Price:

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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.

Additional DescriptionMore Details

This package contains:

- 8 cards
- 1 gray plastic Starship miniature


$7.50Price:
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Space Cadets: Away Missions – PREORDER

Long before the threat of the Nemesis, before the perils of warp drive or the founding of our own Space Academy, humanity experienced a Golden Age of space exploration. The mineral riches of the thriving Moon colony inspired legions of hearty Earth citizens to seek their fortunes in space. Humble rockets probed the farthest reaches of the solar system in an eager quest for resources, and brave colonists forged homes wherever they could survive. Pioneer life was hard, but the men and women who worked and raised their families on those planets and asteroids had much to be proud of.

Then the rumors began — whispered tales of frontier abductions and sightings of mysterious creatures. By the time the secret invasion was exposed, the aliens were everywhere. Families had been stolen away by slavers from the stars, and the peace-loving survivors had no choice but to arm themselves and fight. Fight to stop the alien attacks! Fight to free the helpless abductees! Fight to throw the aggressors back into space and end forever their power to threaten humanity!

Thus was born the Rocket Patrol – an organization of brave and hearty women and men dedicated to defending humanity and taking the fight to the alien menace from the stars.

Space Cadets: Away Missions is a co-operative, man-to-man combat action game for 1-6 players set during the bygone Golden Age of science fiction. In this game, the third standalone title in the Space Cadets franchise of cooperative/team space-themed games from Stronghold Games, players take on the roles of adventurous human spacemen who explore UFOs, acquire Alien technology and fight hostile extraterrestrials.

Each turn, spacemen have three action points to spend on activities such as firing their atomic rifles, analyzing exotic equipment, or subduing the malicious Brain-in-a-Jar. When the spacemen are finished, the aliens take their turns by following simple movement and combat protocols; seven types of hostile aliens threaten the players, from the repulsive mind leeches to the rampaging titanic sentinels.

Space Cadets: Away Missions contains fifteen scenarios linked in a campaign story. Each mission features different combinations of aliens on different spaceships, with hexagonal map tiles arranged to form flying saucers, rocket ships, space stations, etc. Cooperation, tactical planning and good dice are essential if the spacemen hope to overcome the relentless horde of little green men.

NOTE: NEWS REGARDING THIS TITLE WILL BE COMING SOON! Please watch our Newsletter, Twitter feed, and Facebook posts for information!

Note: Game will show as “This product has sold out” until available in one form or another.

Additional DescriptionMore Details

Components:
1 Rulebook
1 Scenario book (with 20 scenarios)
33 Standard Map Tiles
14 Scenario Map Tiles
15 Scenario Tile Markers
11 Hatch Markers
6 Spaceman figures
85 Alien figures:
— Leader 8 Leader figures
— Saucermen figures
— 12 Leech figures
— 12 Thrall figures
— 7 Sentinel figures
— 5 Brain figures
— 20 Bug figures
34 Alien Tokens
26 Discovery Tokens
12 Alert Tokens
23 Spaceman Action Point Markers
6 Spaceman Order/Scan Markers
10 Wire/Alien Blood Markers
1 Spaceman/Alien Reference Sheet
1 Overkill reference Sheet
6 Spaceman Character Sheets
35 Spaceman Gear Cards
16 Alien Discovery Cards
6 Alien Schematic Cards
7 Alien quick-reference Cards
5 Dominated Brain-in-a-Jar Cards
10 Rescued Thrall Cards
8 10-sided dice (four matched colored pairs)
71 plastic stands for standees
36 Red cubes
22 Blue cubes
36 Green cubes

Players: 1-6
Ages: 10+
Time: 60-120 mins
Complexity: Medium

Stock#: SG-5001


$0.00Price:

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Space Cadets: Dice Duel

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.

Additional DescriptionMore Details

“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


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Space Cadets: Dice Duel – Die Fighter expansion

Space Cadets: Dice Duel – Die Fighter, the first expansion to the hit game Space Cadets: Dice Duel, brings two new experiences to the Space Cadets: Dice Duel universe! Veterans will now have a whole new way to play:

Fighters are flown by a single person and are fast and maneuverable, but lack shields and can be easily destroyed. In “Carrier Strike“, suitable for 6-10 players, each team gets one original ship (now called a Capital Ship) and one fighter. “Fighter Assault” has two fighters trying to take out a single heavily armed capital ship and is designed for 4-6 players. Finally, “Fighter Duel” brings the Dice Duel experience to two players, as two fighters go head-to-head for a quick and intense battle.

Experimental Equipment cards upgrade the capital ships with a variety of unique and powerful abilities. Through a draft mechanism, each side selects two upgrades and needs to tailor their strategy to take advantage of their strengths. The 27 cards include new weapons, enhancements to existing systems, new movement options, and more!

Additional DescriptionMore Details

Components:
- 27 Experimental Equipment Cards
- 2 Fighter Cockpits
- 2 plastic Fighter miniatures
- 22 custom engraved dice
- 1 Rulebook

Players: 2-10
Ages: 12+
Time: 30 mins
Complexity: Easy

Stock#: SG-3002


$34.95Price:
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Space Cadets: Dice Duel – SIGNED by designers Sydney and Geoff Engelstein!

Get your copy SIGNED by the Designers of the game, Sydney and Geoff Engelstein!

Space Cadets: Dice Duel, which was a SOLD-OUT SMASH HIT at Gen Con in August, is now available!

BUT… you can also get your copy signed by both Designers, Sydney and Geoff Engelstein!

AND… your SIGNED copy will be shipped out to you IMMEDIATELY!  No waiting!

*** ONLY AVAILABLE WHILE SUPPLIES LAST… or until Sydney and Geoff get tired of me asking them to sign copies! ***

Additional DescriptionMore Details

“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


$49.95Price:
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Space Cadets: Resistance Is Mostly Futile

Space Cadets: Resistance Is Mostly Futile is the first expansion for the original Space Cadets game. This expansion includes a variety of additions to satisfy every Space Cadets fan.

Cadets will be pleased to know that their ship has been upgraded with new abilities. Star Command has helpfully installed a Psycho-Acoustic Neural Interface Control (P.A.N.I.C.) button at each station that gives players new options if things aren”t going quite as expected… although unwanted effects may occur.

Space Cadets: Resistance Is Mostly Futile expansion also includes new Missions, both quick for a faster game, and challenges that will test even the best crews.

Face new enemies, including mysterious space beasts, add in new Map Tiles with new hazards, and go where no Space Cadet has gone before in Space Cadets: Resistance Is Mostly Futile!

Additional DescriptionMore Details

Components:
- 70 Cards
- 4 Map Tiles
- 1 Science Station
- Punchboard with tokens for new Enemies and obstacles
- 1 Rulebook

Players: 2-7
Ages: 12+
Time: 60-120 mins
Complexity: Medium

Stock#: SG-3004


$29.95Price:
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Space Sheep!

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.

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 know how to defeat Wolf – “Ewe”s The Force…”

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.)

In Space Sheep!, on each player”s turn, the 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).

In Space Sheep!, 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).

Additional DescriptionMore Details

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).


$49.95Price:
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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!

Additional DescriptionMore Details

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


$39.95Price:
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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.

Additional DescriptionMore Details

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


$9.95Price:
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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.

Additional DescriptionMore Details

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


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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 Squidmini-expansion includes:

  • 5 Giant Squid Tokens
  • 1 Rules sheet

NOTE:  You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.

Additional DescriptionMore Details

“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.


$5.95Price:
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Time ‘N’ Space

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 (and a 12-minute soundtrack) is available here at www.strongholdgames.com or…

…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 either the 30-minute or 12-minute soundtrack and/or just track the game timer.  The FREE Stronghold Games Timer app also supports the use of the 2 one-minute timers for perfect digital accuracy!

Additional DescriptionMore Details

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


$59.95Price:
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Vampire Empire

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!

Additional DescriptionMore Details

• 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

Keep this secret just between us… Vampires will bluff you.


$29.95Price:
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Völuspá (a.k.a. Voluspa)

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!

Additional DescriptionMore Details

• 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

Shhhh! Don”t tell anyone this secret, but… Loki cannot be trusted.


$34.95Price:
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Völuspá: Lightning Bolt – mini-expansion

Völuspá: Lightning Bolt is a six-tile expansion for the Völuspá base game.  It can be integrated with the Völuspá base game, the Saga of Edda expansion (including in the base game) and/or with the Order of the Gods expansion.

Just as the gods use lightning to zap their enemies, when you add a lightning bolt tile to the playing area, you zap a tile in play and replace it with the lightning bolt, scoring that line at the same time.

$5.00Price:

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Völuspá: Order of the Gods

The balance of power is shifting among the Order Of The Gods!

- The goddess Freya can permanently increase the value of the other beings.
- The resourceful Dwarf taps the power of neighboring gods.
- The monsterous Niohoggr hoards extra benefits for anyone brave enough to defeat it.
- And the swift flying Raven can score twice in the same turn!

Play these new tiles with the Völuspá base game, or blend tiles from the Order of the Gods expansion with tiles from the Saga of Edda expansion!

Four recommended game setup variants are included, and many other variants are possible, enabling you to enjoy Völuspá and these expansions in many different ways!

The possibilities in Völuspá are more endless than ever!  Get this great expansion for Völuspá today!

$19.95Price:

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