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Green Knight Games  >  War Games  >  Attack!

Attack!
Attack!


Price:   £14.99




Bored of Risk? Attack! sets the new standard for games of world conquest. A game of expansion and conflict set in the World War 2 era the rules are very simple and easy to get into. The game not only relies on gaining the advantage by brute force but also dominating resources to supply your land and sea based forces.

The basic game allows a simple, fast-paced game of world conqest. The expansion (sold separately) adds a new map segment (Asia and the Pacific), naval pieces and advanced rules.

Features:
- Hundreds of professionally sculpted miniatures (Tanks, Planes, Artillery, and Infantry)
- Exciting World War 2 theme
- Easy to learn rules; Deep gameplay
- Expandable system
- Dazzling artwork by world-renowned artist Paul E. Niemeyer

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 flavour 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 flavours (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 are high quality plastic miniatures.
The map is the earth circa 1935 centred around the Atlantic (North and South America, Europe, and Africa). The expansion contains the map of Asia, Australia, and the Pacific.

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. 

Attack!

Publisher:

Green Knight Games  >  War Games  >  Attack!




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