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
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