Greetings to ya. Let me take your coat and hat, pilgrim – then pull up a pew while I have fetch ya some sarsaparilla to chase away the bitin’ cold, but mind, I don’t take me any sass.
Shucks, I don’t get me many visitors this far up the creek, especially when accounting for the “injuns”. Could be that hereabouts I’m as popular as a wet dog at a parlour social. I’ve been up here in the mountains so long that I know all the bears by their first names.
So, you folks wanna hear me talk about this newfangled card game expansion? Must be crackers – I doubt you could cut a lame cow from a shade tree. You’ll not live long in these wicked parts. Saying that, prolonged life has ruined more men than it ever made.
[Spits, just missing your boots]
Well, unless you is planning on joining me for a rendition of “Green Grow the Rashes”, I suggest we get started.
Revolver: Vengeance on the Frontier – the third in a series of expansions for Revolver 1 – gives both players the option of buying cards from a separate, neutral Frontier deck with dollar coin tokens earned during the main game. Many of these cards feature a choice of useful options. Others are threats which can be played by either player, such as “Old Three Toes”, a monstrous grizzly bear that is particularly difficult to kill.
The expansion further elaborates on the new winning condition added for McReady in Revolver: Hunt the Man Down, and many of the cards are also useful to both players at the San Manzanillo prison location.
Revolver: Vengeance on the Frontier also includes new cards for both players that give them the opportunity to customize their decks, bringing new variety and replayability to each game.
NOTE: This product will be available for preorder in July 2013 at 30% discount from MSRP. Preorders will ship to preorder customers before the general release to the public, which is slated for August. [Status will indicate "out of stock" until the preorder window opens.]
•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.)
Time: 45 minutes
Bad things are going down at Rattlesnake Creek. Decisions taken in the heat of the moment may scar some desperate men for the rest of their wicked lives. When the dust settles, only one side can claim victory. Will it be yours?
Revolver: The Tarnished Star – the fourth in a series of expansions for Revolver 1– adds an optional “duel” scene at Rattlesnake Creek and an extra decision for the McReady player that may equip the imprisoned Santiago with a hidden weapon. The expansion also adds new cards to the Frontier Deck that was introduced in Revolver: Vengeance on the Frontier.
Revolver: The Tarnished Star also includes new cards for both players that give them the opportunity to customize their decks, bringing new variety and replayability to each game.
NOTE: This product will be available for preorder in late July 2013 at 30% discount from MSRP. Preorders will ship to preorder customers before the general release to the public, which is slated for August. [Status will indicate "out of stock" until the preorder window opens.]
•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).
Time: 45 minutes
A whole mess of danger lurks in the wilds: from a deranged masked knifeman, to strange lights in the woods, to a secret valley flush with hazards – both lawman and bandit alike will need their wits about them to survive!
Combine this expansion with the base game and build your own deck by adding new cards to the pre-constructed decks, and explore new tactics and define your own play style!
This expansion develops all the existing decks, from which both players may draw unique cards – giving your games more replayability and adventure.
Revolver: Death Rides a Horse also includes new cards for both players that give them the opportunity to customize their decks, bringing new variety and replayability to each game.
Revolver: Death Rides a Horse – components:
•9 new Jack Colty deck cards
•8 new Colonel McReady deck cards
•1 new Battlefield card: Valley of the Gwangi
•11 new Frontier cards
•1 new Ambush card: Rockslide
•6 new tokens
(These cards feature a dagger icon so that players can distinguish them from cards in the base game).
Time: 45 minutes
Your plan is quickly coming together. Simplicity itself. Just continue to close the gap to the enemy, and launch when within range. Your crew is well-trained and work quickly at their stations, just the edge you need to come out on top.
“Engineering, power to Helm. Move forward and close the distance to the enemy. Keep shields in the front. We’re going straight in”. You can feel the bridge vibrate slightly as the engines come up to speed.
“Captain, all sensors are on weapon lock”, says the Sensor Officer. “You can fire at will.”
A slight smirk crosses your face. “On my mark! Launch both tor… Wait, where did they go?” You look at the viewscreen, puzzled, with a growing sense of unease.
Sensors starts shouting. “Crystal Warp! Captain they’ve done a crystal warp and they’re directly behind us!”
From your right comes the panicked voice of the Shields officer. “Umm, Captain… All of our shields are to the front!”
You start barking out orders. “Shields, use the crystal we captured to raise the aft shield. Weapons, start to move the torpedoes to the rear tubes! Helm, get us out of here!”
The crew gets to work, but you look on in horror as two torpedoes lance out from your nemesis…
“Space Cadets: Dice Duel” — The Team vs. Team, Real-time, Dice-Rolling Game of Starship Combat!
“Space Cadets: Dice Duel” pits two starships against each other in quick-paced combat. The players are divided into two teams, each team playing the crew of their ship. The team will win or lose together. The game ends when one side destroys their opponent by causing four points of damage through torpedoes or mines.
Each ship has six Bridge Stations:
- Engineering generates power for the other stations.
- Helm maneuvers the ship on the map.
- Weapons loads the torpedo tubes to attack the enemy.
- Sensors locks onto the enemy so torpedoes can hit, and uses jammers to stop the enemy from locking on.
- Shields helps protect the ship from enemy torpedoes.
- Tractor Beams can grab the powerful crystals, move the enemy ship on the map, and launch Mines.
There are no game turns in “Space Cadets: Dice Duel”. The game continues with players acting as quickly as possible until one side wins.
Each player will be in charge of one or more of these stations, or have the overall roll of Captain to coordinate everything.
“Space Cadets: Dice Duel” contains many high-quality components, including 50 DICE (mostly custom, engraved dice) and 2 starship miniatures.
NOTE: This product will be available for preorder in August 2013 at 30% discount from MSRP. Preorders will ship to preorder customers before the general release to the public, which is slated for September. [Status will indicate "out of stock" until the preorder window opens.]
“Space Cadets: Dice Duel” contains all of these great components:
• 2 Starship Plastic Miniatures
• 6 Purple Acrylic Crystals
• 12 Asteroid/Nebula/Wormhole Tokens/double-sided
• 4 Mine Tokens
• 1 Game Board
• 1 Rulebook
• 12 White Energy Dice
• 8 Green Sensor Dice
• 12 Red Weapons Dice
• 6 Blue Shield Dice
• 6 Orange Tractor Beam Dice
• 6 Yellow Helm Dice
• 2 Engineering Station Displays
• 2 Sensor Station Displays
• 2 Weapons Station Displays
• 2 Shield Station Displays
• 2 Tractor Beam Station Displays
• 2 Helm Station Displays
Time: 30 minutes
The story thus far…
The life of a Strategic Space Sheep Commander isn’t easy, especially if that Commander is assigned to the Lambda Sector. Centuries of peace had lasted throughout Lambda, the various Sheep Systems have settled their remaining differences, and the sector has seen a golden age of prosperity and scientific advancement. With the era of scientific enlightenment came the creation of the Spatial Sheep Distortion Drive, supplanting the now-outdated Warp Drive. The ships outfitted with such operate both independently and synchronously with System bases to enable the crossing of vast distances in relatively short amounts of time. With this, the races of the Systems were brought even closer together. Commerce and cultural trade were at an all-time high, and families allowed their Sheeplings to roam free across the neighboring regions without fear.
All was well in the galaxy – until the first messenger ship arrived from a force that has become known only as “Wolf”. Its language was unintelligible, but its message was clear: complete and total annihilation of Sheepkind. Soon after, the first Wolf ships arrived, laying waste to the satellite planets of the Sheep Home Systems. Front-line galactic defense forces were able to stave off further destruction – but what is coming is far, far more terrifying than any threat faced in the galaxy’s known history.
All Systems have been placed under Red Alert, with the Strategic Sheep Command called together and a Flock Commander named. As members of Wolf have been spotted in Sheep Commanders’ uniform, SSC has determined that the best way of insulating the individual Systems is by outlawing all usage of the Spatial Sheep Distortion drives. Inter-system access is granted only to the Elite “Shepherd” class ships, via a complex network of Hyperspace travel. A fleet of these specialized ships has been assigned to recover the Sheeplings and return them to their Home Systems while the Wolf invasion is repelled.
You are a Sheep.
You are a Defender in the Strategic Sheep Command.
You have trained all of your career for this moment in history.
You will issue Tactics to the Shepherd Fleet to direct the Rescue Mission.
You know how to defeat Wolf – “Ewe’s The Force…”
This product will be released during 4Q’2013 in conjunction with the Essen Game Fair (October 2013). Watch for preorder announcements about 2 months in advance of the Street Date in North American.
Space Sheep! is a real-time, customizable, cooperative game – with possible traitor(s) in your midst – for 1-8 players. The Defenders want to get the Space Sheep tokens and Shepherd tokens back to their matching Systems before all the cards are gone and time has run out. (If playing with Infiltrators, thus making the game semi-cooperative, each player receives a secret allegiance card; each player knows only her own allegiance, leaving her to guess and decipher who else is on her team.) On her turn, each player will play a card from her hand, allowing her to:
Activate a System and take the action associated with it (moving the Space Sheep and Shepherds),
Play a card to move a Shepherd clockwise, or
Play any card face down to the Defense Mat.
Additionally, a player may play a card matching the System occupied by the Wolf to attack (and knock the Wolf token on its side).
One player acts as the Supreme Flock Commander, managing the one-minute sand timer. If the sand runs out, Wolf attacks and players must discard cards from the Defense Mat, the deck, or their hands; if they can’t, they lose the game. If the Wolf token has been knocked on its side, the Supreme Flock Commander may flip the sand timer before it runs out to avoid the Wolf attack, standing up the Wolf token and moving it to another System in the process.
Players who are Infiltrators will, of course, be attempting to delay action, make poor moves, and subtly manipulate the other players into making poor choices of their own. At any time players may point at one another in an accusatory fashion. If more than half the players simultaneously point at one player, this player is out of the game. He then reveals his Allegiance and:
If players have found an Infiltrator, shuffle the player’s cards in hand and place them on the bottom of the deck.
If players have found a Defender, place the player’s cards in hand on the face-down discard pile. On the ousted player’s turn, Wolf attacks.
If the Defenders get all shepherds and space sheep to their matching systems, then they win the game. If the sand timer runs out and players can’t discard enough cards – or if the number of Infiltrators matches the number of Defenders in the game – then the Infiltrators win. Players can customize Space Sheep! by varying the number of Systems in play (more Systems = more complexity), the number of tactic cards in the deck (fewer cards = greater difficulty), the strength of Wolf, the ratio of Infiltrators to Defenders, and the types of direction cards (more directions = greater variability).
Here, where space is endless and time is precious, you face the challenges of a true space commander. From the bustling hub that is your control center, you coordinate your planet’s production, transport, and demand, and travel to other planets to fulfill orders.
However, each of your actions requires the flip of a one-minute sandtimer, and you only have two of these timers. In exactly 30 minutes you must manage as many deliveries as possible, while simultaneously, the other players do the same. So keep a cool head and your communication channels wide open to arrange for the most opportune deals with each of the other players!
Time ‘N’ Space is a game for game for 3-4 players, and plays in exactly 30 minutes! An introductory game is also provided that plays in 12 minutes.
Each player is given 2 one-minute sandtimers which control the actions that the players can take. The sandtimers are used by the players to preform their actions (production, movement of spaceships, pickup and delivery of good). This production management, pickup and delivery game features a most unique dual-sandtimer mechanic, making Time ‘N’ Space a truly one-of-a-kind game experience!
Any 30-minute timer can be used to track the game length…
…or a 30-minute soundtrack is available at the publisher’s website (www.strongholdgames.com or www.eggertspiele.de)…
…or the FREE Stronghold Games Timer app can be downloaded for iOS from the Apple Store or for Android from the Google Store to play the soundtrack or just track the game timer.
NOTE: This product will be available for preorder in June 2013 at 30% discount from MSRP. Preorders will ship to preorder customers before the general release to the public, which is slated for late July. [Status will indicate "out of stock" until the preorder window opens.]
Time ‘n’ Space contains:
• 1 Double-sided Game Board
• 4 Player Boards
• 4 Spaceships
• 8 Sandtimers
• 24 Building Tiles
• 48 Goods Cubes
• 96 Order Tiles
• 4 Bonus Order Tiles
• 1 Rule Book
Time: 30 mins exactly
Stock #: SG-8011
In a foreboding castle somewhere in central Europe, a strange fear has descended upon the inhabitants. One morning the body of a young girl was found, as pale as a sheet of paper, dry and totally drained of blood. Vampires are on the prowl! Who is the monster who murders innocent during the night? Before the truth will be discovered, more than one person may face unjust accusations thrown out by the devious servants of darkness. Will the vampires be successfully caught before they endanger the entire society, or will the castle and city fall forever into darkness?
Three characters in the castle are vampires. A human investigator is trying to determine which three of nine characters he encounters are, in fact, monsters hiding in human form so that he can eliminate them. The head vampire, on the other hand, must bluff cleverly, present confusing clues, and trick the humans into attacking innocent citizens. By doing this, the vampire can kill the most important characters in the city or conquer the castle.
Vampire Empire is a two-player card game with a lot of bluffing and player interaction. In this very thematic setting, each player possess a unique deck of cards granting different powers, and each player had different goals to win the game!
NOTE: This product is NOW AVAILABLE FOR PREORDER!
• A game of bluffing and deduction for 2 players.
• Give confusing clues to set your opponent astray
• Unique, thematic, gothic artwork provides fantastic atmosphere to this great game!
• Our great “2-player series”! (like Revolver)
Vampire Empire contains:
• 9 Character Cards
• 9 Art Card Sleeves
• 9 Character Tokens
• 40 Vampire Deck Cards
• 40 Human Deck Cards
• 12 Attack/Defense Markers
• 1 Bag
• 1 Card Overview Sheet
• 1 Rulebook
Time: 45 mins
Will Thor survive the challenge of the trickster, Loki?
Will the Valkyries overtake Odin?
In the oldest poem of Norse Mythology, the Völuspá tells the story of the endless struggle of powerful gods, dangerous creatures, and forgotten races. Which beings will dominate? Here the story will unfold differently each time, as a new force rises in dominance!
In the game, Völuspá, the players play tiles with twelve different characters and creatures of Norse Mythology, using the power of these tiles to block, capture or intimidate in order to control other tiles and score points. The player who scores the most points by dominating other tiles wins the game.
Völuspá is an easy to learn tile-laying game with great depth. It is a reimagining and retheming of the highly regarded game, Kachina.
Völuspá includes the expansion module Saga of Edda, which offers even more strategic opportunities and replayability!
NOTE: This product is now available for PREORDER!
• An easy to learn tile-laying game with great depth.
• Simple rules: Play a tile; use its power/ability.
• Includes the expansion module, Saga of Edda
• Beautiful artwork by Pierô (Lost Temple)
• Retheming of the highly-regarded game Kachina.
Völuspá contains these great components:
• 60 Cardboard Tiles (base game)
• 25 Cardboard Tiles (Saga of Edda expansion)
• 5 Score Markers
• 5 “+50/+100” Point Tokens
• 1 Score Board
• 1 Rulebook
# Players: 2-5
Play time: 45 mins