StrongHold Games


504

504 In a distant future, scientists are able to build small alternate Earths. Exactly 504 such Earths have thus far been built. The scientists programmed each of these Worlds with an individual set of laws and rules which the residents strictly follow and consider most important for their lives. These may be exploration, consumption, economics, military, etc., and each is unique. You can visit all of these 504 alternate Earths to experience how the people are living, and decide which of these worlds harbors the best civilization. On which World do you want to live? Explore them all and decide! Ages: 12+ | Players: 2 - 4 |  Playtime: 30 - 120 minutes

$160.00

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! 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

$80.00

Animals On Board

In Animals On Board, you have an ark, and you want to take as many animals on board as you can. Unfortunately, a guy called Noah claims all animal pairs for himself, and he has obtained an anti-pairing law. Therefore, any animal for which a player has exactly two on board at the end of the game must be handed off. However, you can circumvent the law if you manage to gather three, four or even five animals of a species. These are considered a herd and are not only permitted, but even more valuable. It would be so easy if it wasn’t for a minor issue: To form a herd, there usually is no way around getting a pair first... When the arks depart, will you win the game by having the most valuable Animals On Board? Stronghold Games presents this family game, which can also be played by more serious gamers, as in Animals On Board there plenty of little tricky little decisions to make to get the most optimally filled ark! Components: 60 Animal tiles (12 species, 5 tiles of each species bearing the numbers 1 to 5) , - Alligator , - Ape , - Camel , - Elephant , - Fox , - Giraffe , - Hippo , - Panda , - Rhino , - Tiger , - Turtle , - Zebra , 20 Food Crates , 4 Two-tiered Arks , 4 Break flags , 1 Starting player flag & 1 Rule book. Ages: 8+ | Players: 2 - 4 |  Playtime: 20 - 30 minutes

$50.00

AuZtralia

AuZtralia is an adventure/exploration game for 1-4 players set in an alternate reality 1930s. The theme is inspired by Martin Wallace's A Study in Emerald. Following the Restorationist war, the northern hemisphere lands lay poisoned and starvation was the norm. Intrepid adventurers set out to explore and settle new lands. Little did they know, after the war, the surviving Old Ones and their remaining loyal human armies made their way to the outback of Australia to lick their wounds. Build a port, construct railways, mine and farm for food. You’ll need to prepare for the awakening. You’ll need to fight. Everything you do in the game costs time, which is one of AuZtralia's most valued resources. At a point in time, the Old Ones will wake up and become an active player. They begin to reveal themselves and move, with potentially devastating outcomes. You’ll need to prepare wisely for the awakening and may have to co-operate with others to defeat the most dangerous Old Ones. Military units will help you to locate, fight and defend against the nightmarish beings that may be lurking on your doorstep. As well as hardware, you’ll need to recruit some Personalities who have the skills and resources to help you. Riches from the land, mixed with darkness and insanity await you in the outback. Will humanity prevail or will the Old Ones wreak their revenge? Ages: 13+ | Players: 1 - 4 |  Playtime: 30 - 120 minutes

$120.00

Bottle Imp

The Bottle Imp is a trick-taking card game that is quite unique in this genre. In The Bottle Imp, the lowest cards are trump cards. The "price" of The Bottle Imp falls to that of the winning trump card. In this way the owner of The Bottle Imp changes until its value can no longer be undercut. Whoever has The Bottle Imp at the end of the hand earns negative points instead of positive ones. Careful play of your trump cards is required to avoid taking The Bottle Imp and getting negative points! The Bottle Imp is based on the short story by Robert Louis Stevenson. This is a reprint of the very popular card game printed in 2010 by Z-Man Games. Ages: 10+ | Players: 2 - 4 |  Playtime: 30 minutes

$35.00

Calimala

Calimala

$100.00

City of Spies : Double Agents

In City Of Spies: Double Agent, an expansion to the 2016 release, City Of Spies: Estoril 1942, new spies arrive in town and with new abilities. Besides Estoril, players will also fight in Lisbon, where they will find new ways to create the best network of spies. City Of Spies: Double Agent expansion will offer an option for a 5th player, plus 7 new characters, a new nationality, new mission card, new location boards in Lisbon with special rules, and a fantastic new ability, the Double Agent, which permits even more strategy potentials for the game!
City Of Spies: Double Agent is an expansion, the base game is required to enjoy this content Ages: 10+ | Players: 2 - 5 |  Playtime: 45 - 60 minutes

$50.00

CO2 Second Chance

This new totally re-designed edition will bring a completely new iconography, an entirely new rulebook with lots of 3D pictures for easy comprehension of the rules, more balanced gameplay, a new events deck, improved and streamlined mechanisms, upgraded wood components for the power plants instead of the cardboard tokens, while maintaining the beautiful illustrations on the board and cover, and all this with a shorter play length. This version will also bring a cooperative mode of play. And a solo play based on goals. 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.Playtime: 120 minsPlayers: 1 - 4Ages: 14+

$150.00

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! 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
Play Time: 20 minutes/player

$75.00

Diamonds

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. 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

$40.00

Dungeon Rush

In Dungeon Rush, players are adventurers rushing through a perilous dungeon to root out evil, earning coins and improving their abilities along the way. After three levels (3 rounds of monsters in each level) they face the Dungeon Lord and the Dragon. Each player has two heroes, one for your right and one for your left hand. Players simultaneously reveal 2 dungeon cards each and quickly put their hands on the cards they want their heroes to fight. If you win you claim the card as loot and/or equipment that increases the abilities of your hero. Equipment cards are placed partly under your hero card, with the ability symbol sticking out. This way the 4 different types of abilities (Melee, Ranged, Magic and Stealth) are built up in one direction each, out from your hero. For particularly strong monsters your heroes can combine their power, by hitting the monster with both your hands. Ages: 8+
Players: 3 - 5
Playtime: 12 mins

$40.00

Fabled Fruit

Once upon a time there was a marvelous forest full of gorgeous fruits. These fruits could be squeezed and mixed into the most delicious juices. You live in this forest and are in search of the most savory fruits. Friendly forest dwellers will help you in different ways. You are greedy and thirsty. Who will be the first to satisfy their appetite for Fabled Fruit? Fabled Fruit is a Fable game, a new and unique concept in game experiences, where the gameplay changes over time. The game starts in an initial, simple state, but as you explore deeper into the game system, the mechanisms and gameplay will evolve over time. You play the game many times, and each play changes the game slightly. Unlike in a Legacy game, however, the game is never permanently changed. At any time you may easily restart a Fable game from the beginning, either after you have run through the entire game system, or at any time during the many plays you will get from this game system. This Fable Game will remain just as playable on the 20th play as it was on the first plays of the game. Explore a unique new gaming experience in...Fabled Fruit! Components: 240 oversized location cards , 70 fruit cards , 6 wooden animals , 6 animal tokens , 1 wooden thief , 5 fruit tokens , 3 wild tokens & 3 double turn tokens. Ages: 8+ | Players: 2 - 5 |  Playtime: 20 - 30 minutes

$70.00

Felicity the Cat in the Sack

Cats have very different personalities: Some adorable and sweet, and some...not so much... The object of the game is to acquire the best cats. Sometimes, you''ll use a dog to chase away unwanted cats, but too many dogs are bad as they will just chase each other! With their mice, players attempt to grab the famous Felicity: The Cat In The Sack. In the sack, there are both good and bad cats. Each player can also put a dog or rabbit into the sack instead of a cat, allowing players to bluff one another. At the end of the game, all good cats and mice count as positive points, but bad cats count against you! This is a clever auction game with many interesting decisions. Contents: - 50 game cards , - 4 mouse cards , - 1 "cat in the sack" card , - 1 start player marker , - 76 mice money & Rules. Ages: 8+ | Players: 3 - 5 |  Playtime: 20 minutes

$35.00

Fields of Green

Fields of Green takes place in the second half of the 20th century. Players take the role of farm owners trying to expand their property and business. By adding fields, livestock and facilities, they build an economic engine that will bring them closer to victory. Fields of Green, inspired by Among the Stars, is played over four rounds (years) during which players draft cards and add them to their ever-expanding farms. At the end of each year comes the harvest season when they must water their fields, feed their livestock, and pay maintenance costs in order to receive valuable resources that will allow them to further expand in the next year. Through various means, player eventually convert their wealth to victory points, and the player who gathers the most by the end of the fourth year wins. Players: 2 - 4
Ages: 12+
Playtime: 45 mins

$80.00

Flamme Rouge

The excitement in the air is electric as the leaders round the last corner and head for the finish line. Each team has used cunning and skill to position their sprinter for this moment, but only one has done enough to pull off the win! Will your team lead from the front and risk exhaustion? Should you play it safe in the middle of the pack? Could you surprise everyone by striking from the back? Can you time your move perfectly? Anyone can race, few become champions! Flamme Rouge is a fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Rouleur and a Sprinteur. The players’ goal is to be the first to cross the finish line with one of their riders. Players move their riders forward by drawing and playing cards from that riders specific deck, depleting it as they go. Use slipstreams to avoid exhaustion and position your team for a well timed sprint for the win. Ages: 8+ | Players: 2 - 4 |  Playtime: 30 - 45 minutes

$105.00

Fortress (Fast Forward Series #2)

Fortress (Fast Forward Series #2) A great fortress looms in the distance...and it must be yours! Accept the challenge against all others to conquer the Fortress! FORTRESS is a game about taking risks and out-witting and bluffing your friends to become the dominant ruler of the kingdom. You start a Fast Forward game without reading a rules booklet in advance! Just grab some fellow gamers and discover the rules while playing. The Fast Forward series uses the Fable Game system introduced in Fabled Fruit: With the presorted deck of cards, you will discover all cards and rules as you play. It will take twelve games of FORTRESS before your group has explored the entire system. It can then be reset and played again by the same or different groups! FORTRESS is the second of three completely different games in the Fast Forward Series! Ages: 10+ | Players: 2 - 4 |  Playtime: 15 minutes

$30.00

Futuropia

In Futuropia, Friedemann Friese's big utopian economic game for 1-4 optimizers, players live in a future Utopian society that possesses desirable lifestyle qualities for all of its citizens. Too bad this is not today's reality... In this Utopian society, we all will work much less. Our robots can do nearly everything already. There is no need for great envy. It is simply about equality, justice, and the fair allocation of the complete and still necessary work, which then gives us ALL more leisure time. Success means we will have time for the activities we like the most: fishing, farming, fencing, flying, ..., as well as gaming, building, painting, traveling, composing, and more. If somebody wants to work more than needed, they should do that. This is about the freedom! So let us rethink this: joblessness is not a disgrace, it is the new goal! We are members of a team striving to realize this utopian ideal. We try to develop completely self-sustaining homes that function as efficiently as possible. They must generate enough food and energy to allow the residents the greatest possible freedom (thus, leisure time). The more people in our development who no longer need to work, the closer we are to reaching our goal! The player who builds the best development will win the game, and their development will become reality! Futuropia is a luck-free economic game. To ensure you always encounter new challenges, we offer multiple game set-up variations, which create a variety of gameplay situations, ensuring new experiences and replayability. The solo game offers you an option to learn the mechanisms and processes of Futuropia before you play it with other players. See our hopeful future in...Futuropia!Ages: 12+ | Players: 1 - 4 |  Playtime: 90 minutes

$115.00

Indian Summer

Before winter makes its appearance, a particularly warm fall bathes the forest in a golden shimmer. During the Indian Summer, New England blossoms one last time. Treetops are ablaze with countless colors — a living rainbow, from green to orange to red. Slowly the first leaves are starting to fall. Meanwhile, our steps and the diligent squirrels rustle the colorful foliage. On our walks through the woods, we discover all kinds of little treasures; we collect berries, nuts, mushrooms and feathers. We pause for a moment to watch the shy inhabitants of the forest before we set off towards home once again. There, a good book and a hot tea are already awaiting. Indian Summer is the second part of Uwe Rosenberg's puzzle trilogy following 2016's Cottage Garden, and this game is firmly geared towards experienced players. At the heart of the game are puzzle tiles with holes that are placed on individual forest boards to cover up treasures. When players get their hands on these, they gain more options and an edge over their opponents. All that counts in the end is to be the first to cover your forest floor completely with leaves. Ages: 10+ | Players: 1 - 4 |  Playtime: 15 minutes

$90.00

KanBan Automotive Revolution

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. 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

$94.99

Kanban Drivers Edition

Drivers Edition Includes: 40 Custome-Shaped Wooden Cars! Double Sided Game Board! "Nice Sandra" basic game rule tweaks! In Kanban, you work in a factory focused on lean production. You must impress Sandra, the factory manager, who will review your performance, and keep the factory ticking like a clock. Depending on the gameplay experience you want, you can choose whether to use the nice Sandra or the mean Sandra when you play. Kanban is pure eurogame,with resource and opportunity management, that puts you in the driver’s seat of an entire production facility. The innovative action selection and factory manager make this a thematically rich and unique gaming experience! Ages: 12+
Players: 2 - 4
Playtime: 60 - 120

$110.00

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