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232589794 Seitenabrufe seit dem 30.06.2003


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HauptseiteFirmenVictory Point Games


Victory Point Games

Victory Point Games
(auf das Logo klicken, um zur Firmen-Website zu gelangen)

About Victory Point Games

Where You Design and We Publish

Most great game ideas begin with an impassioned gamer thinking about a game and saying, "Wouldn't it be cool if...?" That's how the best game ideas occur - not from bottom-line watching bean counters, not from Sales or Marketing, not through scientific research - it is gamer passion that creates the best games.


Alan EmrichEnter Alan Emrich, who was teaching various game-related subjects such as Game Design, Game Prototyping, and Game Project Management at The Art Institute of California: Orange County in 2007. An impassioned gamer himself, while teaching other impassioned gamers about the art, craft, and science of making games, he had one of those "Wouldn't it be cool if...?" moments. Although he had been 'designing game designers' among his students for some time, the notion arrived as a culmination of thoughts coalesced.

Just as some genius at Reese's figured out one day, "Hey, what if put the chocolate and peanut butter together?, "Alan blended the ideas of Desktop Publishing (DTP) with his students" game projects. The seed of an idea for Victory Point Games was planted.

"Wouldn't it be cool if..." Alan reasoned, "I could desktop publish a few copies of some of my students" better course project games? That way, when they graduate and go find jobs in the game industry, they'll have a published title to their credit and a copy of it in their portfolios. That would certainly be a plus on their resume and at job interviews. What a great graduation gift I could give them! - This became a notion that he had to pursue.
Capitalism and the Little Game Company that Could

The idea further evolved that, in order for these games to be officially 'published' they would have to be available for sale somewhere. This led to the conclusion that a real game company would have to be established (this one) and that their games must be offered for sale to the public. Since opening a brick-and-mortar retail store was out of the question for a full-time college professor, especially when no great volume of product sales could be anticipated, creating a small, online business was the answer. The result is the web site you are currently visiting, Victory Point Games.

After having been down this road before and teaching his students about game company 'startups' Alan put his lessons and experience into practice and pulled together the ingredients of a classic capitalist venture: land, labor, capital, and the entrepreneur. Stepping into the later role himself to realize this company's ideals, Alan started gathering the other three ingredients.

The question of Land was easily answered: a virtual store on the internet and using the office space in Alan's attic. This is how DTP ventures are usually incubated, as a 'home business'. The company, it was reasoned, would not need a lot of physical space as each game would be created when ordered, thus there would be no need for a vast warehouse filled with manufactured products. A Victory Point game would be like a Jack-in-the-Box hamburger, "We don't make it until you order it."

Labor would be provided by an elite team of volunteers including students and teachers, all of whom had several vital qualities in common:

* They are all board game geeks. This is important as the company plan included publishing small board games, and the company meetings generally end in gaming sessions and playtesting.

* They are all willing to work primarily for the fun, and for the experience that working with a game company has to offer. Victory Point Games isn't set up to be a non-profit venture, but we figured from the outset it wasn't destined to be a real money-making enterprise. If there are any profits, they're plowed back into the company for improvements (like adding dice to the games, better shipping containers, or a new printer).

* They all share the passion for the company's vision: help people learn to design games and get them published - a dream come true for many like themselves.

While products don't make a company, people do, the matter of Capital showed another thing this team had in common: they all had basically no money to risk starting a new business that was established without any realistic hope of making a return on their investment. Fortunately, just as that vexing matter was being wrestled with, Alan discovered something while cleaning out his attic. It was an envelope full of long-forgotten poker winnings from the 1980s that he had hidden away in one of his old board games during his days of living with a house full of roommates. It was a few thousand dollars, and enough to get the company off the ground. It wasn't like finding money; it was finding money - a sign that this venture was blessed and that we should proceed.
A Costco-size Can of Worms

The weeks of volunteer work became months as we wrestled to establish our business identity, set up the LLC, open up bank accounts, acquire a federal taxpayer ID number, set up the books, purchase equipment, create initial product samples, write the contract "boilerplate" to establish our terms with game designers, determine how royalties would work and be paid, designing and launching the web site, and so forth. All the while, the Art Institute was kept in the loop since ultimately this business was established to help their students in its game-related programs. They were very clear about our association in working with the students, even allowing Victory Point Games to accept student interns from the school (where they learn first-hand about the design, development, playtesting, manufacturing, shipping, and business processes of a small game company).

Then the notion for this company grew beyond The Art Institute. "Wouldn't it be cool if we helped out other aspiring (and even established) game designers get some of their works published?" Thus the idea for a DTP - game marketing firm - began and the company's philosophy was set to help others outside the school find a place to publish their small-format, family-friendly board and computer games. Thus, VPG sees itself as the "Farm League" for new game designers whom we want to work with and help them to establish a corpus of published titles and valuable experience that will allow them to break into the "Big Leagues" of game publishing and a clearing house for established game designer to get their "small format" game ideas published.

Being related through academia, the VPG team has learned the wisdom in the Latin phrase, Qui docet discit (he who teaches learns). While we have a lot to teach fledgling game designers and entrepreneurs, we're sure that we'll learn a lot from all of you in the process of trying to build toward this company's ideals. It is the people you get to work with that makes the game industry so great, and that is why we're looking forward to working together with you. If making games is your dream too, then let's get busy and make all our dreams come true!

Hauptproduktlinien

   

Dawn of the Zeds (engl. & dt.)

       

Dawn of the Zeds is a States of SiegeTM zombie apocalypse game that pits you against hordes of Zeds in an effort to survive until the very end.

Arising once again from the grave, from designer Hermann Luttmann and lavishly illustrated by Vinh Ha, comes Dawn of the Zeds Second Edition as you've never seen it before. In this States of Siege™ solitaire game of horror and survival, your strategies will be put to the test. The world has gone crazy – a deadly virus has turned ordinary people into vicious, zombie-like killers. The undead, nicknamed "Zeds," are now converging on your corner of the world. You have been left to your own devices to stop them while the National Guard organizes a relief column and fights its way to you – but that could take days, or even weeks, before they arrive.

At the town of Farmingdale and its surrounding villages, you must coordinate its defenses. Regular citizens may emerge as heroes as you work to halt the Zeds' advances by (re)killing them, discovering and implementing a cure to this vile scourge, and preserving the area and its inhabitants as much as possible. In addition to this madness, the crazy Doctor Marteuse has been working in the underground tunnels and unleashing his uber-deadly Super Zeds, a nasty bunch of beasts that give havoc a whole new name. Bring him to justice, destroy the infectious Zeds, and save your city from peril!

In a game that requires the utmost test of skill and nerve, will you survive long enough? Will you be able to fight hordes of Zeds while protecting the townspeople? Test your heroics and unearth Dawn of the Zeds, a game that will keep you on your toes!

   

Fantasy Wargames

       

We are committed to producing heavy, thematic games that create and recreate exciting challenges in historical and fantastical times to be overcome by meaningful decision-making and skill.

   

Nemo's War (engl. & dt.)

       

Set sail in the amazing electric-powered submarine, the Nautilus, assuming the role and motive of Captain Nemo as you travel across the seas on missions of science, exploration, anti-imperialism, and war!

Jules Verne’s classic novel Twenty Thousand Leagues Under the Seas tells the story of Captain Nemo and his astounding ship, the Nautilus. This second edition of Victory Point Games' popular solitaire offering from designer Chris Taylor has been greatly enhanced with mass-production printing and amazing Ian O'Toole art and graphics throughout.

„Sie dringen soweit vor, wie es der Stand der Forschung heutzutage erlaubt. Die wahre Geschichte der Meerestiefen beginnt aber erst dort, wo Sie haltmachen müssen. Wunder, die der menschlichen Vorstellungskraft spotten.“ – Kapitän Nemo
Im Jahre 1867 stechen der Forscher Aronnax und sein treuer Begleiter Conseil in See – sie sind seltsamen Begebenheiten auf der Spur. Und sie sind nicht alleine: der kanadische Harpunier Ned Land macht sich mit ihnen auf die Suche. Und sie werden fündig. Ein gar ungeheures Ungetüm tut sich auf: lang, spindelförmig, mitunter phosphoreszierend, unendlich größer und rascher als ein Walfisch. Doch es ist kein Walfisch – es ist die Nautilus – an Bord, kein anderer als ihr sagenumwobener Kapitän Nemo!

Jules Vernes Zwanzigtausend Meilen unter dem Meer ist ein literarischer Klassiker und Nemo’s War – 20.000 Meilen unter dem Meer von Autor Chris Taylor ist das spielerische Gegenstück – es lässt diese Geschichte nun rasant mit- und nacherleben!
Solo, als rauer Kapitän Nemo, oder als kooperatives Abenteuer, bei dem die Spieler die unterschiedlichen Rollen an Bord des fantastischen U-Bootes Nautilus ausüben können, versetzt uns das Spiel mitten auf die 7 Weltmeere. Dort erforschen wir die Schätze des Meeresgrundes, bestehen gefährliche Abenteuer, entwickeln neue Technologien für die Nautilus und kämpfen gegen die imperialen Mächte des späten 19. Jahrhunderts. Doch was will Kapitän Nemo? Was hat er vor? Das ist in jedem Spiel anders – denn die Spieler wählen jede Partie eines von vier Zielen aus, das der gute Kapitän verfolgt. Das stellt die Spieler in jeder Partie vor neue Herausforderungen. Jedes Mal erneut seid ihr mit Nemo auf der Reise, bei der ihr seine Beweggründe für dieses Abenteuer mit der Nautilus aufs neue erkunden müsst.

Nemo’s War – 20.000 Meilen unter dem Meer ist die vollständig deutsche Version des hochgelobten englischen Originals von Victory Point Games mit den herausragenden Illustrationen von Ian O’Toole. In Nemo’s War können sich 1-4 Spieler in 90-120 Minuten mit dem wohl berühmtesten Schiff der Literaturgeschichte auf Tauchstation begeben!

   

Twilight of the Gods

       

In Twilight of the Gods: Age of Revelation, each player assumes the role of a Deity from myth and legend, and battles to the death to see who is the strongest god.

The gods are dying, and pantheons of deities across the globe are in decline. Belief ebbs from the world, leaving these once mighty legends desperately scheming to collect what scraps of faith remain. Some seize power with naked aggression, commanding merciless armies from a multitude of nations to convert new believers by force. Others prefer diplomacy, the subtle knife from the shadows, laying traps for the unwary and headstrong. Gods of hearth and field erect well-defended sanctuaries, lashing out violently at those who dare breach their defenses, while figures of shrouded mysticism call forth monsters and legends from the river of myth and time, supplemented by divine manifestations that tear the fabric of reality asunder....

In Twilight of the Gods: Age of Revelation you and your friends will each assume the role of a deity from myth and legend, and battle to the death to see who is the strongest god, using human armies, mystical beasts, and heroes of renown from both past and future. These deities span multiple pantheons from numerous civilizations, and each favors a particular method of strategy – Aggression, Negotiation, Mysticism, or Sanctuary – which influences how your battle will play out. Every deity also possesses a special, once per game power that can be used to further the tide of battle in your favor, or come back from what seems like overwhelming defeat, so never count an opponent out until they draw their last card.

Nebenproduktlinien

   
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