From the Publisher...
the bar on quality for graphics, miniatures, and simple, but
elegant gameplay. 40 years was too long to wait. br>
• Hundreds of professionally sculpted miniatures
(Tanks, Planes, Artillery, and Infantry)
•Exciting World War 2 theme
•Easy to learn rules; Deep gameplay
•Dazzling artwork by world-renowned
artist Paul E. Niemeyer
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... 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
the original to allow players to create a giant map of the world 24” x
Attack! is 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 first two parts
of the system: Attack! and Attack! Expansion will be published this July. Each
box will sell for $24.99 - $29.99.
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.
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). The expansion will contain the map of Asia, Australia,
and the Pacific. We also plan to make other maps available soon after publication.THE
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
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
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.
This is an expansion for Attack! You must have that base game in order to use this expansion.
more information at the Board Game Geek website
Customer Raves - Write your own Rave about this game!
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|An essential expansion to the basic game. Introduces exciting new possibilities and expands the map to cover the whole world.
|This expansion makes an already very good game even better. It adds a several new elements (including technology, politicts, supply needs and more) which adds up to an amazing array of possible ways to play. The game does become complex, but it still manages to keep a good pace and gives you a feeling of open options and freedom of choice that is rare in games.