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Distributed in New Zealand by pixelpark Ltd

 

Attack
2 to 4 players
Ages 10 & up
Playing Time: 2-3 hours
Author: Glenn Drover
Publisher: Eagle Games

Winner Best Historical Game Origins 2004
Winner Gamer's Choice Award 2003 Wargammer.com

Attack! is World War 2 strategy game, it's a new game system. The idea is to create a system that will allow players of any skill level to buy the perfect game for them.

The basic game (Attack!) is a very simple game of expansion and conflict set in the World War 2 era. It is aimed at those game players who enjoy rules that are very simple and easy to get into. The game is not intended to be a simulation of the era, but immerses the players in the flavor of the period.

Gameplay
Each player will start with a few regions (one of which is his capital), and a few military units. He will expand his power base by adding regions to his "sphere of influence". This may be done either through diplomacy (they join willingly), or military conquest (they join, period).

There are three major sub-games in Attack!:
1) Land Combat: A simple system where each unit has certain advantages based on its historical role.

2) Sea Combat: A simple system where each ship type (Battleship, Carrier, Destroyer, and Sub) has certain advantages based on its historical role.

3) Economic: A simple system determines production. The player starts with one card per region owned, and then gets a new one for each new region added. The cards come in four basic flavors (suites): Resources, Factories, Transport Network, and Oil. Each card has a value printed on it that represents the base economic value of that region. If the player is able to create an entire "set" (one of each suite), he doubles the printed value on those cards. There is also a fifth type of card which has a minimum value of "1" that represents a region without any special economic value (just "population").

The units will include: Infantry, Tank, Artillery, and Air. These will be high quality plastic minis.

The map will be earth circa 1935 centered around the Atlantic (North and South America, Europe, and Africa).

Attack! and Attack! Expansion will contain the same quality art and components featured in other Eagle Games products.

 

Attack Expansion
(requires Attack game to play)
2 to 6 players
Ages 10 & up
Playing Time: 3 - 4 hours
Author: Glenn Drover
Publisher: Eagle Games

This expansion pack takes the Attack! system to a new level of detail. Other strategy games become predictable after a few playings. But the Attack! system was created to allow players to graduate to the next level.

The Attack Expansion offers MORE!
MORE... Miniatures
MORE... Players (2-6 players)
MORE... Detailed Rules (Economic, political, tactical, diplomatic, strategic)
MORE... Amazing artwork by Paul E. Niemeyer
MORE... Gameboard (expansion gameboard with Asia and the Pacific can be added on to the original to allow players to create a giant map of the world.
MORE... Fun!

The Expansion will add quite a bit of detail while retaining playability.
Players will be able to choose from many new options including. (They will get 3 per turn):

Moving Military Units, Playing Political Cards, Attempting a Diplomatic Blitz, Beginning a Trade Route Auction, Purchasing Units, Researching a New Technology, Trading with another Player, or a Strategic Move (Land, Sea, or Air).

Politics: Each player nation and each minor nation will have one of the four political affiliations: Fascist, Monarchy, Democracy, or Communism. Political cards will allow the players to influence the minor nations governments with propaganda, or even overthrow them in an attempt to install a friendly government that they can then influence to join their "sphere". Other diplomatic cards will allow players to spy on each other or perform various internal political actions.

Trade Routes: Players will be able to bid on Trade Route cards. The highest bidder gets the card. Trade cards act just like any other economic card, except they are "wild cards" and may be used to create sets. They also usually have higher than normal economic values. The downside to Trade Route cards is that they may be blocked or destroyed by blockades or Submarine warfare.

Technology: After the initial expansion, players usually begin to build alliances and the wars begin. Having a technology that gives you an advantage on the battlefield is critical. Players may spend an action (and money) attempting to develop a special technology.

Oil: Oil also takes on its historical importance in the Expansion. Every time a player moves tank, air, or naval units, they must spend oil units from their reserve. The oil reserve may only be replenished when oil cards are used to do so rather than used in a player's economy that turn.

 

 




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