Age of Reason and La Granja Press Release

Stronghold Games Announces Release of
Age of Reason and La Granja

Stronghold Games and Spielworxx create a strategic partnership for these and other games

New Jersey, USA and Billerbeck, Germany – December 17, 2014

FOR IMMEDIATE RELEASE

9812114b-2b36-4aa2-8a78-b10398af4614Stronghold Games and Spielworxx are proud to announce jointly the first English language editions of Age of Reason and La Granja, both to be published by Stronghold Games. These two games previously were published in German by Spielworxx. With the Stronghold Games global distribution network, this will provide gamers worldwide with access to these great games.

69df83c2-48ff-4f53-8397-6cef81028daaAge of Reasonis for 3 to 7 players and is set in the latter half of the 18th century. Players take on the roles of regents for Great Britain, the Netherlands, France, Spain, Prussia, Austria and Russia, who want to increase their home country’s power in Europe while simultaneously establishing colonial empires in Africa, India and the Western Hemisphere. One country working on its own will not be able to achieve its goals, so players must take part in ever-shifting alliances, with whose help they hope to achieve their plans, or at least stave off direct conflict with a potential enemy.

Stronghold Games will release Age of Reason as the first game in its new “Great Designer Series”, which will highlight games from the best game designers in the world. This first game in the series, designed by renowned game designer Martin Wallace, reimplements and streamlines Wallace’s classic game Struggle of Empires. Additional titles in the “Great Designer Series” will be released over time.

b40559a5-08eb-476d-8c72-ce1e27b6dd0fLa Granja is for 1 to 4 players who control small farms by the Alpich Pond near the Village of Esporles on Mallorca. During the course of the game, the players try to steadily expand their farms into the mighty country estate, La Granja, while also seeking to deliver goods to the village. In this game, speed is critical to success. La Granja is a game that requires careful planning, while learning to cope with the uncertainty of some card play. The player who has earned the most victory points at the end of the game is the winner and new owner of the La Granja estate.

a1a3dd4e-1c63-4fdf-a229-e73012103903The release of La Granja strengthens the commitment of Stronghold Games to partner with publishers globally, bringing their great games to North America and the rest of the world, as well as to continue to publish great euro-game designs. La Granja follows the success of two smash-hit 2014 euro-games from Stronghold Games, Panamax and Kanban: Automotive Revolution.

Stronghold Games will print Age of Reason and La Granja at Ludofact Germany, the leading printer of hobby games in the world. Age of Reason has a tentative release date of June 2015, and will have an MSRP of $59.95. La Granja has a tentative release date of June 2015, and it will have an MSRP of $59.95. Stronghold Games may have advanced copies available to demo or purchase at the Origins Game Fair in Columbus, Ohio in June 3-7, 2015.

As with all of its new game releases, Stronghold Games will offer Age of Reason and La Granja to its North American customers via their industry-leading Preorder Program. The Stronghold Games Preorder Program offers preorder customers 30% off MSRP, and the guarantee that the games will ship to them before any other customers, including Distributors and Retailers. Stronghold Games’ preorders for these games are tentatively scheduled to open in March 2015 with preorders shipping tentatively in May 2015.

Stronghold Games and Spielworxx expect to collaborate on future projects, thus creating a strategic partnership to co-publish additional games in the future. Further products and timelines will be announced as the information becomes available.

“We will continue to bring great games from Europe to North America and the rest of the world, as well as support our existing internal game lines”, said Stephen Buonocore, President of Stronghold Games. “We are excited to be working on these first two projects with the excellent company, Spielworxx.”

“We are very excited to be working with a great company such as Stronghold Games”, said Uli Blennanman, President of Spielworxx. “Such an alliance will bring greater exposure to our games, and make them available in a much wider market.”

About Stronghold Games LLC:

Stronghold Games LLC is a publisher of high-quality board and card games in the hobby game industry. Since 2009, Stronghold Games has released many highly-regarded games, including the best-selling “Survive: Escape From Atlantis!”, the most innovative deck-building game, “Core Worlds”, the smash-hit game line of “Space Cadets”, and its latest copublished game line “Among The Stars”. Stronghold Games publishes great game designs developed both in-house and in partnership with European publishers. Stronghold Games LLC is a Limited Liability Company formed in the State of Delaware, USA.

About Spielworxx:

Spielworxx was founded in 2010 in Germany and publishes cutting-edge board- and card games for the gaming gourmet.

1Stronghold Games Logo

Contact:

  • Stephen M. Buonocore, President
  • Stephen@StrongholdGames.com
  • Stronghold Games LLC
    • 17 Sunflower Road
    • Somerset, NJ 08873 USA
  • Website: http://www.StrongholdGames.com
  • Phone: +1-908-304-5711

042349b1-ebc1-4edb-a543-bbb597e049afUli Blennemann, President

  • uli@spielworxx.de
  • Spielworxx
    • Nielande 12
    • 48727 Billerbeck
    • Germany
  • Website: http://www.spielworxx.de
  • Phone: +49-2543-9309107

Issue #248 – Emergents: Genesis / Funemployed

 

The Best in Board Games – In 5 Minutes or Less!
Dec 13, 2014 – Issue #248

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Giveaways, specials, and freebies

Emergents: Genesis

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Reviews, previews, walkthroughs, and more…
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Today In Board Games Is:Roger Hicks (Editor)
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Articles

Interviews, strategies, and opinions

TiBG Designer Interview Series

TRIPLE FEATURE!

Anthony Conta – Emergents: Genesis

“A lot of deck building games are about collecting points and don’t allow for much interaction with other players. We wanted to change that’we’re all about interaction. As developers, we don’t like “cellphone syndrome” in games-the concept of being engaged only during your turn. We’ve played a lot of physical games where only one player is paying attention to the game, while all others are just looking at their cellphones or disengaged in some other way. We wanted the gameplay to be tense, engaging, and interactive-so we built an engine that allowed us to do so….” (read the rest)

Anthony Conta – Funemployed

“In most party games have you submit your cards as secret information, hoping a judge picks your submission. We felt that this process stifled creativity and didn’t allow people to explain their cards, so we went with a storytelling mechanic instead. There have been several story telling games before, but they’ve been set in fantasy or otherwise unreal settings. In Funemployed, we’ve chosen the real world as our inspiration…..” (read the rest)

Jon Ruland – Gangster Dice

“While Gangster Dice is a dice game, it’s very different from many of the recently published dice games that use the “Yahtzee!”mechanic. Because you bid secretly for each token but you and the other players can see the dice everyone rolled, you are able to make educated guesses about what the other players will do but you cannot be sure until everyone reveals their cards…..” (read the rest)

Designer Wisdom

Curated By Cardboard Edison

 

Cardboard Edison is currently running a Patreon campaign with the goal of bringing you more great designer-focused tools and content. Be sure to take a look!

“I can’t repeat this often enough: If most players are playing your game incorrectly, blame the game, not them. Don’t correct; observe.” –  Eric Lang
“The sooner you’re testing, the sooner you can move on to testing more.” –  Anthony Conta
“I think that the process of design is similar to curation. Ideas already exist. Nothing is original. Select what you need from every source.” – Behrooz Shahriari

BOARD BUSINESS

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By |December 12th, 2014|Issue|0 Comments

Interview with Jon Ruland designer of Gangster Dice

1622632_353100991531138_3707080847336107834_nToday’s interview is with Jon Ruland designer of Gangster Dice now on Kickstarter!

Give us an overview of your game and how it’s played.

In Gangster Dice you play a 1920s era gangster who has been caught pulling a big job along with a few other gangsters. The cops are investigating you and you need to ditch the evidence against you to be found “innocent” and win the game.
Each round you will roll your dice and then secretly bid for control one of 4 separate tokens using your cards. These tokens represent people and places of power. If you win a bid for a token you get to use its special ability to manipulate your dice or favor cards, ultimately allowing you to ditch all your dice and win the game.

What innovative mechanic or creative idea distinguishes your game from others?

While Gangster Dice is a dice game, it’s very different from many of the recently published dice games that use the “Yahtzee!” mechanic. Because you bid secretly for each token but you and the other players can see the dice everyone rolled, you are able to make educated guesses about what the other players will do but you cannot be sure until everyone reveals their cards.

Tell us about the spark or inspiration for this game.

My co-designer and I noticed we had a bit of a gap in our collection in that we hadn’t managed to find any games that were both very quick to play yet strategically deep enough to keep us interested for more than a few plays. Gangster Dice has filled this void in that it is very easy to learn and quick to play, yet we are still finding new strategies and paths to victory even after hundreds of test plays.

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Let’s talk about the design process. Tell us a bit about the iterations the game has gone through and the refinements you’ve made along the way.

The finished game is very different from the first few iterations. For example, dice rolling used to be hidden behind player screens, but we found this to be clunky and non-interactive. We didn’t even use cards originally. The game is far smoother, easier to play, and more strategic now than it was in the early days.

What has been your biggest challenge in designing this game?

Getting the gameplay to flow smoothly, quickly, and intuitively was always a big challenge. It’s tough designing a game to be fast and simple yet still have lots of strategic depth. It took us many months to iron out the game into the smooth and elegant thing it is today.

Let’s shift gears and talk about you. How did you get into game design?

My co-designer and I have been making games since we were kids. We used the Starcraft and Warcraft 3 map editors in college to create some pretty cool mods, one of which became quite popular (The Black Road RPG). Since graduating college our interests have shifted away from video games and more toward tabletop games because we prefer enjoying a game with friends over sitting alone in front of a computer.

What is your greatest moment as a game designer?

That would probably be watching people enjoy Gangster Dice at RinCon this October. That was the first time we showed our game to complete strangers, and most of them seemed to love it.

Tell us a little bit about your life outside of game design and gaming: family? work? other interests?

I live with my girlfriend and 7 pets (3 dogs, 4 cats). On weekends when I’m not gaming I like to get out and rock climb in the beautiful mountains around Tucson and the southwest. My co-designer has a wife and 2 daughters. He likes gaming and football.

Do you have any works-in-progress or game ideas you would like to share?

Our next game currently in the works is a zombie-themed card game in which you try to collect vehicle components to escape the city to a safe house out in the country before you are overwhelmed by zombies. Like Gangster Dice, the mechanics of this game are very different from anything we have seen in other games.

What games have you been playing lately? What have you liked, what have you disliked, and why?

I like all kinds of games so long as they keep me engaged the whole way. I have a soft spot for quick games that pack a lot of punch, but I also enjoy games of any length so long as they meet the “keep me engaged” criteria.
Games that I dislike include any game in which your decisions don’t matter very much (i.e. games that play themselves) or games where one or more players don’t really get to participate for a significant portion of the game.

Share your favorite game you haven’t designed and why?

I’m not sure I have a favorite game, but one game I have played a fair amount of recently is Sheriff of Nottingham. This game is great because it relies on human interaction for its core mechanics, and to me that is what tabletop games are all about.

A word of advice to your fellow game designers?

Playtest as much as you can. Get as many other people involved as you can. Get other people as excited about your game as you are. You can’t do it by yourself; the more the merrier.

1014042_254479898059915_878547251_nAnyone you’d like to give a shout out to? (playtesters, design mentors, your friendly local game store, etc.)

I’ll refrain from using last names, but our artist Danielle has been amazing. Also, Aaron and Hoss have been closely involved in the development process and have helped immensely. There are plenty of other people who have been very helpful as well, but that would be a lot of names. You know who you are. Thank you very much.

Tell us how (and where) we can find you (social networks, BGG username, website, cons you plan to attend). 

I am on Facebook as Jonathan Ruland; our Facebook page is Spider-Goat Games. My BGG user name is jruland.