UnTalon Studios

Raising $1,000,000 to launch the digital and board game Stra-Tac, The Logical Evolution of Chess

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STRA TAC - The logical Evolution of Chess.
A New Paradigm, StraTac uses:
  •     A new mathematically designed and patented board to accommodate four  
  • (4) Players instead of two (2) used in CHESS.  
  •   Each of these 4 players have an eighteen (18) piece playing set compared to the sixteen (16) piece set in traditional Chess.  
  • All of the game tokens have been modernized which allows for a new more tactical promotion system for Citizens (pawns) and as an added benefit, allow educator to use STRA TAC as a tool to relate political, social, and economic realities to students. 
  • Another key element is the assignment of Covert and Overt designation on all of the playing pieces except the Capital (King).
 
            Unlike Chess, in STRA TAC one must consider the strategic implications of victory when positioning their pieces tactically for an attack on an opponent's Capital (King). - If an opponent’s Capital is taken by a Covert piece then the owner of that covert piece gains control of all of that defeated player’s remaining pieces. However, if a player uses an Overt piece to defeat an opponent, the 4 sided die will determine who controls the remaining pieces of the defeated player.  This electronic dice represent one of the most classic elements in games which dates all the way back to Ancient Egypt. . Just as random chance plays a large role in true life and battle, dice represent the random element in StraTac, when a player’s Capital is taken by an overt piece. 
 
            As one can imagine, the obstacles have been many and frequent; from learning a new industry in general to dealing with specific pushback and skepticism from those who are offended by the audacity of the claim that StraTac is the Logical Evolution of Chess.  Now however after all of these years, the US patent office has made the claim that StraTac is a uniquely new game official by granting a patent (www.uspto.gov. search for: U.S. Patent No.: US 9,694,289 B2). So as in the game of football, the team no one gave a chance of even having a winning season, has made it to the Super Bowl. And now it’s once more unto the breach to win the proverbial “Ring”.  In order to be crown Champion, the board game and digital version of StraTac must get it into the hands of Novice and Grandmaster Chess players; Non- Chess player Strategist and Intellects seeking to challenge others in a game of true brinksmanship on an level playing field to market. StraTac provides this level playing field by making obsolete all of the previous recorded and memorized Chess tactics, techniques, and strategies that have accumulated over the past 6,000 years. 
 
 Funding is required for the following steps to make that victory a reality:
  • Replace StraTac digital game Unity3D gaming engine with the Unreal gaming engine.
 
  • Create iOS and Android compatible digital versions of StraTac
 
  •  Create Full 3D/CGI 1-3 Minute In-Game Intro/Trailer Sequences and the 18 possible end-game Victory cutscenes (outsourced to Creative agency specializing in trailers, promos, and featurettes).
 
  •  Contract with a gaming services company specializing in online services, systems development, digital consultancy, and esports (ex.  MULTIPLAY) to provided UI Development, Customization, & Implementation along with regular core platform and framework updates as well as support in evolving interactive media technology for StraTac, which is required to register players, host matches, and facilitate the “There Can Be Only One (TCBO#1) International Online Tournament. 
 
  •  Create mobile app to access the gaming platform and interact with social media outlets i.e. Facebook, Tweeter, etc. (Outsourced to local mobile app development team).
 
  • Create, launch, and maintain a Content Marketing strategy that focus on active Chess players, clubs, and tournaments in the United States, Canada, United Kingdom, German, France, Mainland China, Hong Kong, Russia, Ukraine, and Poland. The strategy will also include a paid ad budget to promote content on the major Social Media platforms.
 
  •  After Covid, will purchase interactive exhibits and promotional materials  to be used for a 7-months showcase tour targeting  US and Canadian cities and towns where major USCF sanction tournaments are being held and exhibit at key game and chess related events, trade shows and conventions held around the world. The tour will also be use to add STRA TAC clubs to existing chess clubs, promote online sales, and the “There Can Be Only One (TCBO#1) Tournament.
 
  •  Create 1,000 promotional box sets of which 100 will be designated as Limited Editions made with high-end materials. These Limited Editions StraTac box sets will be given as gifts to certain high profile personalities, companies, and organizations. And 200 will be given to high-end Salons, charter and private air service companies, car dealerships for use in their showrooms and lobbies. 

Endstate
Un Talon Studios Endstate is to place STRA-TACTM into the homes, on the computers, and smart tablets of the millions of chess players world wide.  
The key objectives within this Endstate are:

  • Converting thousands of chess clubs and millions of Chess players to enthusiast, active STRA-TACTM players.

  • Build a good, strong online STRA-TACTM gaming community of people who want a space to connect with other players, learn new tactics, discuss new strategies, and purchased related materials and customizations.

  •  Successfully create, promote and operate the “TCBO#1” [There Can Be Only One #1] STRA-TACTM tournaments which are tournaments centered around a 7-month season that culminates with players earning the title of Qualifier and competing in the TCBO#1 Bracket Knockout Championship similar in concept to NCAA March Madness and the International Chess tournament Olympiad (http://www.bakuchessolympiad.com)

The Opportunity
According to folklore, Charles Darrow created Monopoly and Parker Brothers began selling it in 1935 and licensing it overseas in 1936. What if … Instead of Parker Brothers, you as an investor, would have had the opportunity to invest in its development, marketing, and distribution? You the investor would be receiving revenue from a game which is,
•Generating millions annually 
•Currently being sold in 80 countries
•Produced in 26 languages
•And one of the best-selling board games in the world.

Global Chess market Details
According to the The Chess in the Olympics Campaign, "605 million people worldwide know how to play Chess.

•Chess and Checkers are still the #1 and #2 Top selling board games in the world. 

•Most surprising is the percentage of adults who actually currently play chess (either weekly, monthly or during the past year): 12% in the UK; 15%   in the U.S. 23% in Germany; 43% in Russia; and 70% among the 121m Indians.
 
•But the raw numbers themselves are astonishing: over 6m, 35m, 16m, 50m and 85m people in the U.K., U.S., Germany, Russia, and India, respectively are playing chess regularly and more than half are 18-34.

Note:  A Traditional Staunton Wood Chess Set (14.75 inch Board with 3.75 inch Tokens) MSRP $84.99 discounted to $49.99 at (Walmart)

Key Market Segments
  • 24.8% of Best-Selling Computer Game Super Genres are Casual (digital) games.

  • Social \ Casual  games makes up 31% of computer and Video games sold

  • The “Everyone” rating makes up 41% and the “Everyone 10+” makes up 21% of games sold

  • Ages 35-44 were the biggest spenders They averaged $8 per person, per month.

  • 71 million people watch competitive gaming worldwide which means that more people are watching others play video games than are tuning in for US sporting events. That number has increased 8 fold in the past four years.


The Challenge – Breaking into the Market
  • In General, creating a revenue generating entity encompassing all three of those market segments. In particular, gaining a beachhead in the *192 million active adult players of Chess worldwide.

  • Once introduced, finding a way to sell this new entity and also offer a renewing revenue source through as many channels possible that will keep those 192 million players vested. 

  • Combing accepted old concepts with new, trend setting ideas that will appeal for years to come and across a huge demographic

  • Getting to market quickly to take control and monopolize the entity’s newly created beachhead in order to breach and expand in its market niche.

Competitive Edge

  • STRA-TAC™ will used the Unreal engine, which gives the gamer depth of gameplay, quality of visuals and the overall interactive experience that players have grown accustomed to. By using the Unreal engine, StraTac  offers “AAA” quality at an inexpensive price.  StraTac™ is being marketed  as an “AAA” title based on the quality of the game,  it’s global appeal, wide demographics, and longevity. 

  • With the Everyone rating StraTac™ can easily and uniformly navigate the global market’s broad and varying content restrictions compared to some other titles. For example, StraTac™ can easily and uniformly navigate the Middle Eastern markets’ broad and varying content restrictions allowing for days of inexpensive and fun gaming that everyone in the family can play.

  • StraTac™ is truly a casual game with a price point which firmly places it in the niche between the hundreds of free-to-play titles with a short shelf life and the expensive “AAA” titles with average purchase prices of around €56. StraTac  has the potential to do better than Chess.com which has over 5.8 million members and averages over 19,000 daily active users. 
                                                   StraTac fits in all three of the above elements which  ensure it has access to a Large Market.

Ground Game
Playbook for Board  and Digital game 
In the US alone, around 3 million copies of Chess is sold every year, and by 2022, the chess market is estimated to be worth $40.5 million in North America alone.

  • Objective 1a – Sell 150,000 box sets of Stra-Tac board games in the United States through a combination of direct sales to Chess clubs, at gaming conventions, and an online storefront.  [150,000 Box Sets @ $49.99]

  • Objective 1b – Sell 437,500 box sets of Stra-Tac  Worldwide (Mostly using retailers in the UK, Germany, France, India, China and Russia) [437,000 @ 50.00 EUROs]

  • Objective 2a – 2.5 million digital downloads worldwide for 2020-2021. [$5.00 per download]

  • Objective 2b - 500,000 average quarterly subscriptions @ $4.99 per Quarter
                     The accomplishment of the above objectives will result in over $56,000,000 in Gross revenue

Note: Market expansion and vertical integration strategies include developing in-game purchases, i.e. custom playing sets, theme sets, custom backgrounds,  victory cutscenes, etc.

Lastly, the giants of the video game industry — including Microsoft, Nintendo, Twitch and Activision — have thrived in the conditions created by the pandemic. In April, Microsoft disclosed that the number of subscribers to its Game Pass service (think Netflix-for-gaming) cracked 10 million. Among those subscribers, Microsoft reported a 130-percent increase in multiplayer engagement across March and April. Last week, Nintendo announced sales of its Switch console were up 24 percent year-over-year, while its new game, “Animal Crossing: New Horizons,” had sold 13.5 million copies since its release in late March.
The same is true of engagement numbers. Twitch, the most popular video game streaming platform, saw 1.49 billion gaming hours watched in April — a 50% increase since March — according to data from Arsenal.gg provided to The Post by StreamElements. Steam, a popular PC gaming platform, hit its all-time high concurrent user count at over 20 million people in March. Epic Games’s Fortnite has also grown to new heights: An in-game Travis Scott concert saw over 12 million concurrent views from players, and in April alone, players racked up a combined 3.2 billion hours in-game. (Twitch is owned by Amazon, whose CEO, Jeff Bezos, owns The Washington Post.)


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