Survive: Space Attack! Press Release

unnamed1Stronghold Games Proclaims 2015 “The Year of Survive!
Announces “Survive: Space Attack!” and Several New Expansions for Survive! Line

 

New Jersey, USA – April 30, 2015
Stronghold Games is proud to declare 2015 as “The Year of Survive!” as it announces the new game Survive: Space Attack!, plus several new expansions in the Survive! line of light-strategy, family games.

 

Survive: Space Attack! is a reimagining of the best-selling game, Survive: Escape From Atlantis! The redesign of this classic game has been done by Brian, Sydney, and Geoff Engelstein, who have previously designed Space Cadets and Space Cadets: Dice Duel, plus expansions for each of these games, for Stronghold Games. 
 
In Survive: Space Attack!, players are escaping from a space station as it comes under attack by aliens. While Survive: Space Attack! utilizes similar base mechanics to the original Survive! game designed by Julian Courtland-Smith, additional features of the new game include:
 
  • Double-sided Game Board: enables a variety of starting setups each with its own challenges.
  • New Fighter Ships: gives players the ability to capture and redeploy alien creatures.
  • Laser Turrets: a new weapon system to defend the space station against the aliens.
  • New Tile Abilities: new powers that are combinable, plus four different tile thicknesses for a 3-D look.
  • New Alien Creature Powers: alien creatures may evolve to become even more powerful.

 

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Survive: Space Attack! will be available in English worldwide from Stronghold Games with a tentative Street Date of September. The MSRP is $49.95.
 
Survive: Space Attack! – The Crew Strikes Back! is a mini-expansion for the new Survive: Space Attack!.  This mini-expansion will introduce crew members of the space station, each with their own unique power, which will help you escape from the besieged space station. This mini-expansion will contain 20 crew cards. Survive: Space Attack! – The Crew Strikes Back! will be available in English worldwide from Stronghold Games with a tentative Street Date of September. The MSRP is $9.95.
 
Survive: Space Attack! – 5-6 Player is another mini-expansion for the new Survive: Space Attack!. This mini-expansion will enable players to enjoy the new game with up to 6 players. This mini-expansion will contain 20 new Spaceman tokens. Survive: Space Attack! –5-6 Player will be available in English worldwide from Stronghold Games with a tentative Street Date of September. The MSRP is $9.95. 
 
Survive: Dolphins & Squids & 5-6 Players…Oh My! is an expansion for the original game Survive: Escape From Atlantis!. This expansion contains the components and gameplay modules that have been available previously in three separate mini-expansions.  Each of these modules can be added separately into the play of the original Survive: Escape From Atlantis! or they can all be combined into one big game:
  • Dolphins & Dive Dice: adds the chaos of ‘Dive Dice’, but also the helpful Dolphins to ward off creatures.
  • The Giant Squid: adds the Giant Squid creature, which can attack the Explorers on land or in boats.
  • 5-6 Players: enables players to enjoy the original game with up to 6 players.
Survive: Dolphins & Squids & 5-6 Players…Oh My! will be available in English worldwide from Stronghold Games with a tentative Street Date of September. The MSRP is $19.95.
 
These 4 new titles will go on preorder on the Stronghold Games website approximately 2 months before their Street Date.  Please watch the Stronghold Games website, Facebook page, Twitter feed, and Newsletter for updates on these games.
 
“In proclaiming 2015 ‘The Year of Survive!’, Stronghold Games is sending a clear message to our fans”, said Stephen Buonocore, President of Stronghold Games. “We will continue to support our major game lines like ‘Survive!’, as well as ‘Space Cadets’, ‘Core Worlds’ and ‘Among The Stars’, bringing out new games and expansions for these great, highly-regarded game lines.  We are very excited to be working on these projects this year among others.”
 
“When we were approached by Stronghold Games to design a new game based on ‘Survive!’, Brian, Sydney, and I were very excited”, said Geoff Engelstein. “The great game of ‘Survive!’ has truly stood the test of time, and has enriched the hobby for a generation. It is a game with a legacy, and one on which we are honored to be working.”
 
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” and its expansion “Core Worlds: Galactic Orders”, and the latest smash-hit game line “Space Cadets” and “Space Cadets: Dice Duel”.  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.
 
unnamedContacts:
Stephen M. Buonocore, President
 
Stronghold Games LLC
17 Sunflower Road
Somerset, NJ 08873 USA
Website:        http://www.StrongholdGames.com
Phone:   +1-908-304-5711

 

By |April 30th, 2015|Press Releases|Comments Off on Survive: Space Attack! Press Release

Project: ELITE Press Release

Project EliteAthens, Greece. April 27, 2015. Today Artipia Games and Drawlab Entertainment are proud to announce the new board game Project: ELITE, coming on Kickstarter on the 29th of April.

Project: ELITE takes the idea of a real-time co-operative dice game, and with unique twists brings innovative new mechanics to the table. Players take the role of a special ops team with the mission to hold back an ongoing alien invasion trying to take over the Earth. The game consists of 80 highly detailed miniatures in 17 unique designs sculpted by the proven artist Antonis Papantoniou, who also worked on the artwork of the game along with Giota Vorgia.

Players need to work together in short 2-minute rounds deciding quickly among defending their base, hunting down some aliens or completing their objectives. Special events and unique alien abilities make every round different and highly challenging for the players. To win the game they will have to rely not only on their special weapons and items, but on their fast reflexes as well.

The game provides endless replayability with a 2-sided board depicting two different landscapes, 4 different kinds of objectives, 3 levels of difficulty and a plethora of weapons, items and events, making every game a unique, ELITE experience.

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Project: ELITE is a 1-4 player game, for ages 12 and above, that takes  approximately 30-45 minutes to play.  It consists of 80 highly-detailed miniatures of 30 mm-60mm , a 2-sided board, 145 cards, a digital timer, 16 custom D6 dice, 16 numbered D6 dice and one D20 dice. It is going to debut at Spiel Essen 2015 in October, however the backers of the Kickstarter campaign will have the opportunity to buy it earlier, on April 29th at a special price.

For more information you can visit the Kickstarter Preview page of the game, its entry on Boardgamegeek, the official page of the game or its facebook page.

About Artipia Games

Artipia Games is a board game publishing company based in Greece. The goal of Artipia is to deliver innovative board games rich in theme and mechanics. Among the Stars, New Dawn, Archon: Glory & Machination and Drum Roll are some well-known games of the company.

About Drawlab Entertainment

Drawlab Entertainment develops and publishes board games since January 2014. Alongside publishing, the company also manufactures plastic components and highly-detailed miniatures since its founding, in 2012. Everything is developed and manufactured in-house providing fast and quality games for all gamers to enjoy.

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By |April 29th, 2015|Press Releases|Comments Off on Project: ELITE Press Release

Issue #261 – Two Armies

 

The Best in Board Games – In 5 Minutes or Less!
Apr 23, 2015 – Issue #261

News & Announcements

Industry happenings & publisher updates

HOT DEALS

Giveaways, specials, and freebies

In the Game

Interviews, strategies, opinions,
reviews, previews, walkthroughs, and more…

Two Armies

Two Armies is a classic two-player board game of battlefield strategy. Each player commands a troop of 25 game pieces: 1 Flag, 1 Army, 1 Corps, 2 Divisions, 2 Brigades, 2 Regiments, 2 Battalions, 3 Companies, 3 Platoons, 3 Engineers, 3 Mines, and 2 Bombs. To win a game, one must either capture the Flag piece or defeat all the movable pieces of the opponent player. When two opposing game pieces are engaged in a battle, the identities of the two pieces are only revealed to the electronic referee system which determines the winning piece and the defeated piece. The battlefield consists of railway tracks along which the pieces can move continuously, country-road routes along which the pieces cannot move continuously, and bases which provide shelters to any pieces occupying them. On each side, the Flag piece is to be secretly placed in one of the two castle-shaped headquarters and guarded by movable troop pieces and unmovable Mines.
Two Armies has been popular for quite some time in China, and now thanks to Starlet Games it is now available to play online across the world. Give it a try now!

KICKSTARTER CORNER

Designer Wisdom

Curated By Cardboard Edison

 

“Be careful listening to what play testers say. The most valuable information I get from play testing is from watching the play testers. What part of the game are they having the most fun with? What part are they frustrated with etc. They will show you this in how they play the game.” – Mike Fitzgerald

“Don’t over complicate your ideas. Maybe you are designing a complicated game, and that’s legit, but be really honest with yourself about whether or not you need all of the elements you’ve included.” – Heather Wilson

“Just a good concept will not work. The concept and theme are important but be sure you’ve really thought out the game play. Playtest and be open to feedback!”- Heather O’Neill

“Sometimes you have to cut your favorite mechanism from a game to make it better. Use it in a different design, new scenery may help.” –Peter Gousis

“Don’t let the permanence of design decisions plague you. There’s always a new project on the horizon for your forever-growing mind muscles!” – Andrew Federspiel

“Most game designers have an original idea they’d like to flesh out; I’d encourage you to do that, but if you’re first to market with it, present it well. A great game mechanic, no matter how unique it is, will not sell well if the game that’s wrapped around it sucks.” – Tom Jolly

“It’s important to not only play a lot of games, but to play a different assortment of games. Even ones you may not like. Each game you play is an opportunity to learn something new.” – Isaias Vallejo

“You may have some clever mechanic or cool theme in your game, but you need to find what part is the fun part as quickly as you can. If you are going to design games that are fun, you probably have to understand fun more than you do right now. Become a student of fun.” – Randy Hoyt

“Fear is good, because it comes from a place of caring. If your game design does not cause you fear, you probably don’t care enough.” – Eric Lang

“If you ignore all feedback and advice, you will fail. If you twist and contort your designs to follow all feedback, you will fail. Listen to your advisors, and weigh their words of wisdom. But you have to make the final decisions, you have to provide the vision.” – Kevin Wilson

“If your sell-sheet is your resume, your rulebook is your interview! Do everything you can to have a clear rulebook.” – Isaac Shalev

“Don’t be afraid of failure, instead run at it and find what you can learn from failure.”- Daryl Andrews

“As a freelance designer, you need to go with the flow. Keep the publisher’s schedule, no matter how hectic it can be. Make yourself easy to work with, help them where you can, and you’ll hopefully have a chance to work together as planned. There are so many things that delay a game, and the designer should never be one of them.” – Scott Almes

BOARD BUSINESS

Articles for designers, publishers, and other industry professionals
Today In Board Games Is:Roger Hicks (Editor)
Charlie Ecenbarger (Contributor)
Michelle Mazala (Contributor)
Chris Meeusen (Contributor)
Diana Echevarria (Contributor)
Jessica King (Editor)
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By |April 23rd, 2015|Issue|Comments Off on Issue #261 – Two Armies

Playroom Launches Sitting Ducks Deluxe Kickstarter – Funds in 24 hours!

SITTING DUCKS DELUXELos Angeles, CA – (April 8, 2015) – Playroom Entertainment® launched a Kickstarter for its new Sitting Ducks Gallery™ Deluxe Edition on Monday, April 6th, and the campaign funded in 24 hours. With tons of great new images by famed illustrator, Randy Martinez, this award-winning game by renowned designer, Keith Meyers, has fans flocking to scoop it up.

Sitting Ducks is a stick-it-to-your-neighbor, line manipulation game originally released to rave reviews in 2005. Various editions of both the board game, card game and even the Deluxe have been licensed out by Playroom and published all around the world. International versions include German, French, Spanish, Czech, Chinese, Russian and more. The fun game play of Sitting Ducks Gallery has garnered numerous awards, including recognition from Games Magazine Games  100,  Boardgamegeek.com’s  Golden  Geek, Fairplay Magazine and Major Fun.

Now, Playroom is thrilled to take Sitting Ducks to the next level with the Deluxe edition, which will feature additional Action cards with new mechanics, new themed ducks, upgraded components and more! With the reproduction of the Sitting Ducks Gallery Card Game and the new Deluxe version going into print, which is sure to have extras added through stretch goals, there will truly be something for everyone! Playroom recently wrapped up a successful Kickstarter campaign for its Unspeakable Words Deluxe game, which was extremely well-received and also had run a campaign for its Killer Bunnies Deluxe. So far, this is Playroom’s third successful Kickstarter campaign and all have been for specialized deluxe editions of their popular titles.

Dan Rowen, President of Playroom Entertainment, said, “Playroom has always loved Sitting Ducks and the fun that everyone has while playing. Randy Martinez did a fabulous job with the illustrations and we are very excited to get this new content released. While the Sitting Ducks card game has recently been unavailable, we are so happy to have this opportunity to bring that back as well. We are very proud to have Sitting Ducks continue to be a part of our product line.” Rowen also mentioned that “since we are celebrating the 10th anniversary of the games release, we wanted to thank the community who has supported us and offer something really cool to

add to the game. Kickstarter has again proven to be the perfect place to do this!” Playroom Entertainment’s Kickstarter for Sitting Ducks Deluxe (MSRP $40.00) has a special Kickstarter price of $35.00.

SDD KSAbout Sitting Ducks Gallery:

In Sitting Ducks, you are trying to be the last player with ducks in the pond. Reminiscent of the midway-style shooting duck galleries, players use Action cards to take out their opponents’ ducks while attempting to keep theirs from getting eliminated from the game. The social interaction encouraged while playing leads to a lot of hysteria and players find themselves making deals, forming alliances, backstabbing their neighbors and causing havoc.  Feathers will fly in this light-hearted “quacky” family game.

About Playroom Entertainment:

Playroom Entertainment, based in Sherman Oaks, California, is a leading marketer of original board, card and dice games for all ages. The company was founded in 2000 on a commitment to produce high-quality games from the best designers in the world and bring them into homes for families to enjoy together.   Led by the phenomenal success of its Killer Bunnies®  and Geek Out!™ series,

Playroom currently boasts an award-winning line-up of over 75 products that have been individually honored and brand recognized including Sherlock™, Catch the Match™, Slangology™, Say What You Meme™, The Hobbit® Board Game, The Lord of the Rings® Card Game, and more. Playroom’s wide range of party, fast-paced, strategy, educational and family fun games are sold at specialty toy, game, gift, educational and book retailers nationwide. For more information on Playroom Entertainment products visit  www.PlayroomEnt.com.

playroom

By |April 21st, 2015|Press Releases|Comments Off on Playroom Launches Sitting Ducks Deluxe Kickstarter – Funds in 24 hours!

Interview with Yisong Yang designer of Two Armies and Four Armies!

Banner_300x250Today’s interview is with Yisong Yang designer of Two Armies and Four Armies!

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

This board game of battle field strategies has two versions: the two player version is called Two Armies and the four player version is called Four Armies. Here is how these games are played.

In Two Armies each player commands a troop of 25 game pieces: 1 Flag, 1 Army, 1 Corps, 2 Divisions, 2 Brigades, 2 Regiments, 2 Battalions, 3 Companies, 3 Platoons, 3 Engineers, 3 Mines, and 2 Bombs. To win a game, one must either capture the Flag piece or defeat all the movable pieces of the opponent player. The battlefield consists of railway tracks along which the pieces can move continuously, country-road routes along which the pieces cannot move continuously, and bases which provide shelters to pieces occupying them. On each side, the Flag piece is to be secretly placed in one of the two castle-shaped headquarters and guarded by movable troop pieces and unmovable Mines.

The game Four Armies is similar to Two Armies. Four players are playing as two opponent allies and the goal of a game is to capture the two Flags or defeat all movable pieces of the two allying opponents. This game requires a high level of cooperation and coordination between the allied players and is full of challenge and surprising outcomes due to the complexity of the involvement of four players since each player can only read the player’s own pieces and make judged decisions based on the movements of the ally and opponents.

Where did you get the idea to develop Two/Four Armies into an online playable game?

I have great passion for this game and wish to let people outside China know and enjoy it too.  Internet gaming has become more and more popular. So I believe it will make the game known more quickly and effectively through making it available online.

What has been your biggest challenge in programming this game?

The programming part is not too much a challenge. The biggest challenge I face is to make it known and enjoyed by people outside China.

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

First I like this game very much. I have played it since childhood. I basically grew up playing this game. For the past 15 years, I joined a local game club in the Princeton area in New Jersey and we have played Four Armies almost each weekend. Sometimes I got invited to local libraries and cultural events to demonstrate the game and kids often waited in line for their turns to play it. These give me enthusiasm to promote the game here. I also developed electronically refereed game sets which have been sold to nearly 20 states in US and 6 other countries all through the praise of mouth of customers. Since online gaming is now widespread, I made the current online version too for players to enjoy for free.

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

I am not a professional game developer but a mathematician. I do research on mathematical problems arising from theoretical physics and teach at New York University. My wife and I live in New Jersey and we have three college kids. Another of my great hobby besides board games is electronics. I also enjoy travel and reading history and culture.

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

I can be reached at my personal email address: yisongyang@gmail.com

or at the website www.starletgames.com

By |April 20th, 2015|Interview|Comments Off on Interview with Yisong Yang designer of Two Armies and Four Armies!

Trends in Boardgames #2 – Exclusivity/Promos

After a lively discussion via the twitterverse with the respectable Jonathan Liu of GeekDad infamy, it got me thinking about boardgames and projects with exclusive content and components. This in turn led to thinking of their cousin, promos, which happens to coincidentally be part of the topic of discussion on #BoardGameHour this week. Disclaimer: This was written prior to those questions being posted (so you don’t think this is just a rehash of answers to them).


Against my inner nature, I found myself nodding along with Tom Vassal this week. Promos for boardgames are great. I love promos. I have hate-envy for promos that I can never get my hands on. I don’t think that his discussion of this topic was completely spur-of-the-moment, however. This topic stems from the recent Tabletop Day promo event/fiasco, depending on what side of the line you fall.

In case you weren’t aware, exclusive Dead of Winter promos and game-sets are being scalped like Myth Captain KS sets before the fall. This is not to mention other personal accounts of FLGS stores absconding with said product like Gollum with the One Ring, or not even getting the reported number of said promos supposed to be guaranteed in the kits. But as our reassuring overlords will say, don’t worry, because they’ve made up with it by giving extra Fluxx packets!!!


The former of these appropriations is a lesser offense (in my mind) because at least the argument can be made that these costly kits are a large line item in stores with an already cutthroat profit margin. FLGS and their owners could use them to offset the kit price point. I think most gamers could at least partially sympathize with this mindset.

The later of the two, however, is what I believe to be a failure of a different proportion.


Let’s play pretend. You’re promoting yourself as a national, nay, international brand & event and tell paying supporters that something they’re buying contains a certain number of items, so naturally you would expect that to be true and have them deliver on said agreement. False promises or god forbid, pulling a bait and switch on your consumer, doesn’t ingratiate yourself with them. In fact, it’s a prime way to alienate that base that has supported you most recently to the point of…cough…seven figures worth of crowdsourcing to keep you afloat. You can’t expect us to be Hodors when it comes to these things. It’s also not to say we’d stop supporting because we all know mistakes happen.

Not that this is the only time for concern with this type of content, but probably the most recent and most vocal due to growth of the online social media presence in the boardgame industry. Regardless your poison, be it a quick scamming scanning of either Ebay or BoardGameGeek auctions in search of these white whales (i.e King of Tokyo’s or Sentinels of the Multiverse promos), it makes you feel like you’re chasing boardgame unicorns unless you’re Scrooge McDuck.


Again, I clearly am not against the use of this type of content, but especially now with the boardgame Kickstarter (e)revolution, they have (at times) served to potentiate, instead of alleviate, the exasperation of gamers for these situations. I love the idea of additional elements, celebrity based or otherwise, to add small content to games I’m in love with. I’d love to debate the idea of the extent and ability to which said promos can and should affect balance/gameplay, but I’ll save that for another time.

I’m NOT in love with the idea of having to pay a scalper 10x retail price to obtain these separately from the base product. Similarly, I have difficulty pre-ordering, regardless of venue (Kickstarter or retail), on a boardgame un-played to obtain the additional product; which in turn ultimately leads to missing out on them in this situation.


However, I don’t resent companies or designers who do this. It’s a business strategy that works. It drives sales, whether you like it or not. If it didn’t pay for a company to model things this way, they wouldn’t. The fact remains that it has become more of the norm than not on Kickstarter speaks to this concept. Even the guys at larger companies like Plaid Hate Games are doing it with their pre-orders. But taking a step back from the “hotness” hysteria, Tom’s approach for the idea is right: designated semi-exclusivity to make the point of having them available in the future to those of us who are willing to pay REASONABLY for the additional content.

What do you guys think? How much is too much? What are you willing to put up with or even fork out to get these types of items?

By |April 20th, 2015|Article|3 Comments