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Aapep
By Constantine Zavras. “Just beyond the horizon Aapep lies coiled in wait, greedily charting Ra’s progress across the heavens. At dusk, as the setting sun brushes the western mountains, he prepares to strike...” In Aapep you play either the demon Aapep, trying to swallow the sun, or the god Ra, fighting to escape the dark seas of the underworld. Players 2-4, Ages 8+
A Game of Thrones
By Luke Reed. Tournaments held all weekend. War and chaos are engulfing the lands of Westeros. The great Houses are vying for control of the Iron Throne using the old tools of intrigue and war. Yet while the war for Westeros rages, grave dangers gather in the cold North, and an ancient enemy is gaining momentum in the distant East. In A Game of Thrones the board game, players take control of one of the great Houses of Westeros. Via resource management, diplomacy, and cunning, they seek to win dominance over the land. Players must give orders to armies, control important characters, gather resources for the coming winter, and survive the onslaught of their enemies. A unique phase mechanic, battle resolution, and special ordering system make for an engaging game in which all players are actively involved at all times.
Amon Re
By TBD. Everyone knows of the pyramids on the Nile - eternal monuments of a powerful and beautiful culture, that can still take our breath away. The pharaohs choose their sites, build their pyramids, and thank Amun Re and the other Gods for their bounty. Each player wants, as pharaoh, to build the most pyramids. To accomplish this, he must first acquire a province, where he can trade and farm. With his profits, he can buy new provinces and building stones to erect pyramids. For all his actions, the player must make clever use of his power cards, and always offer appropriate sacrifices to Amun Re. Players must always keep his eyes on his goal of the building of the eternal pyramids or risk falling behind in points.
Amyitis
By TBD. Amyitis invites players to recreate one of the seven wonders of the ancient world: the Hanging Gardens of Babylon. The game is named after the daughter (or granddaughter) of the king of the Medes, who married King Nebuchadnezzar II, ruler of Babylon, sometime in the 6th century B.C. In distant Babylon, Queen Amyitis fell homesick, missing the green mountains of her native country. The king was deeply in love, so he decided to build a mountain filled with trees for her, despite the tough climate. Players are Babylonian nobles seeking prestige, so they will spend their money and resources to assist the king with his difficult task.
A New Threat (Star Wars d20)
By Seth Uricheck. In the time of A New Hope, when Luke
Skywalker is discovering his destiny and combating the Death Star, the rest of the
galaxy is still at unrest. A group of Rebels far from Luke's conflict discovers
another Imperial threat, and has to act before the Empire's power is made absolute.
Up to six players will be taken for this game, and no prior experience with the Star
Wars D20 system is required. No knowledge of Star Wars beyond the movie A New Hope
is necessary.
Star Wars D20
An Introduction to Role-Playing for the Common Otaku (RPG)
By Seth Uricheck. Does the difference between a d20 and a d4 elude you? Do you feel
put off by dragons and magic missiles in the darkness? Do you enjoy cosplaying and
acting like your favorite characters? Drop by and expand the range of your geekdom!
Choose from dozens of characters from popular animes and video games as they're
taken from their own worlds by a villainous team of their greatest enemies. Up to
six players can join the game, and NO prior knowledge of or experience with
role-playing systems is necessary - just knowledge of your favorite characters and
the will to have a good time!
ANYthing Goes!
By J. Gonyeau. Horrorclix Constructed Tournament Slashers, Guardians, Hellspawn, and more all unite to defeat an even more terrifying foe; your OPPONENT! Build the best 300 point force and lead it to victory! Whose screams will reign supreme? YOU decide! Be sure to bring 6 Victim tokens, one object, and your Crypt! Prizes for this event: Winner and Fellowship will receive a Horrorclix: The Lab LE Prize Pack!
Apples to Apples
By Eric Hohlfeld. Apples to Apples consists only of two decks of cards: Things and Descriptions. Each turn, the current referee selects a Description and players try to pick, from the cards in their hands, the Things that best match that Description. The referee then chooses the Thing that appeals most and awards the card to the player who played it. The unusual combinations of Things and Descriptions are humorous to the extreme, and will quickly have the entire room in an uproar. Once a player has won a pre-determined number of cards, that player wins.
Brawl at Da Beach (D&D)
By James Doyle. Welcome one and welcome all to this year’s return to Da Bar Room Brawl. This year’s event is taking place at a delightful and deviously laidback beach house. It may not be Club MTV with tons of booze and scantly clad girls running around, but like last year, where else can you see a Halfling thief get pummeled into a wall with a Maul of the Titans???????????
Characters will be provided/randomly drawn. Prizes for last man standing and most gruesome/unusual death.
AD&D 1st Edition
Call of Cthulhu Board Game (Call of Cthulhu)
By CJ Henderson. Call of Cthulho Board Game specially designed by Origins-Award winning Mythos author CJ Henderson.
Carcassonne Play & Learn
By Rym DeCoster. In this fairly light tile-laying offering, players pull a tile from the pool and place it against one of the previously played tiles. If you start a new object (city, road, farm, or monastery), you can place one of your control markers on the tile to denote your control. Markers (called Followers by the publisher and called Meeples by us) cannot directly compete when placed, so to achieve some gains, you must place your marker and use later tiles to connect up to it. As subsequent tiles are arrayed on the board, objects get bigger or even merge. When roads or cities are completed, or a monastery is surrounded, the control marker is returned to you and you score the points. However, farmers are not returned and will score points at the game end (there are several rules variations for the farmer scoring). Therefore, it's possible to have all of your control markers locked on the board on incomplete objects, and not be able to convert them into farmers later in the game. You must balance the need to score points during the game with the need to score farmer points at game end. The goal is to have the most points at the end, which can be tricky to control considering your choice for each turn isn't the tile itself, but rather the placement of the tile that you drew. Think of a more strategic version of Metro's tile placement, with some of the scoring methods from El Caballero or even the Very Clever Pipe Game.
Chang Cheng
By Mark Casiglio. More than 2500 years ago, the emperor of the Qin dynasty decided to protect his prolific provinces of northern China from the frequent barbaric invasions, building and joining several fortified fortresses. So he nominate his most faithful imperial officers to oversee the construction, promising riches and honours to the first who would have completed what now represents one of the most remarkable works produced by men: Chang Cheng™, the Great Chinese Wall. Dress the clothes of one of the 4 officers of the emperor and try to increase your reputation to his eyes. Build parts of the Great Wall trying to defend the Chinese provinces and competing with the other players to gain the reputation that comes from protecting the most important ones. But beware of the threat of the Mongols that hangs near the border. Build with cleverness, because every part of the wall that you build has also to be defended and you have to consider the Mongol threat that burden on each of them. More are the provinces that you protect, more is the reputation that you gain but also the threat of having losses when the Mongols attack. All players have the same opportunities and the final victory depends exclusively on you.
Changeling The Lost LARP
By The Camarilla. Characters will be provided,
Changeling is a Storytelling (or roleplaying)
game. In it, a group of players cooperates to tell a story.
Each player takes on the role of a single changeling,
except for the Storyteller. This player essentially takes
on every other role, describing the world to the other
players, acting out the parts of other characters and
determining what challenges the players’ characters
face.
Chateau Roquefort
By Mark Casiglio. Each player controls colored mice and tries to collect pieces of cheese in Castle Appenzell. On their turn, players spend action points to put new mice into play, reveal corridors in the castle, or move their mice; then they push a tile, which changes the maze and can possibly move mice around. If two mice reach a place with the same kind of cheese, the player obtains a piece of this cheese. The first player with 4 different pieces of cheese wins the game.
Cranium
By Eric Hohlfeld. Cranium bills itself as the "whole-brain" game. It's a party game that borrows from a host of other popular party games of recent times. Players have to successfully complete activities in each of four sections to win: In - Creative Cat : A player must clue a word to his or her teammates by drawing it, sculpting it in clay, or drawing it with his or her eyes closed.- Data Head : A variety of trivia questions. - Word Worm : Players unscramble words, spell challenging words, guess definitions, identify words with letters left out, or spell words backwords. - Star Performer : players must whistle a song, impersonate a celebrity, or act out a clue. Cranium has elements similar to those of Pictionary, Charades, Trivial Pursuit, Celebrities, Huggermugger, Claymania, etc.
D&D 4E - Death in the Skyfire Wastes (D&D 4e)
By Michael Mearls. A race to discover the secrets of an ancient ruin in the Calim Desert turns into a fight for survival. Can you recover a lost relic before it falls into the wrong hands? A 4th Edition adventure and a preview for the Living Forgotten Realms campaign. 3rd-level characters will be provided.
D&D 4E - Escape from Sembia (D&D 4e)
You weren't looking for trouble in civilized lands, just some good adventuring leads. Before you knew what was really happening, you wound up in the middle of an information exchange, and now you have to escape from the lands of Sembia to preserve your very lives! Off the beaten path to shake any pursuers, you take to the wilds in the hope that you'll reach a safe haven before you're captured.
Darkness Rising (Star Wars d20)
By Seth Uricheck. The second Death Star has
been destroyed, and Darth Vader and the Emperor have perished with it, but the
remnants of the Empire struggle on. Members of the still-forming New Republic
discover a rising power that threatens to take up the mantle of the Emperor and must
act before their fledgling government is destroyed in its infancy. Up to six players
will be taken for this game, and no prior experience with the Star Wars D20 system
is required. No knowledge of Star Wars beyond the movie Return of the Jedi is
necessary.
Epic Dungeoneer Call of the Lich Lord
By TBD. The dark god of death and magic has raised his most faithful servant -- the Lich Lord -- back to undeath! Heroes who survived the Tomb of the Lich Lord have been called back, along with daring new allies, to destroy the Lich Lord forever. But his new crypt is more dangerous, his minions more powerful, and the Lich Lord himself more terrible now that he possesses the dark god's sinister gift -- the Scepter of the Shadow Plague. Call of the Lich Lord is a two- to four-player Dungeoneer card game. Your character explores a dungeon that you build with map cards, while fighting monsters, completing quests, and leveling up along the way. Each Dungeoneer set can be played as a stand-alone card game, or combined with other decks for more dungeon-delving fun. Call of the Lich Lord is the first Epic set for Dungeoneer, which lets you advance your favorite heroes from previous sets to higher levels, or play just with the new characters from this set who begin at 4th level! Call of the Lich Lord features 110 Dungeoneer cards, including Epic-level undead-themed monsters and six Epic-level heroes for your Dungeoneer game. 2-4 players, 20-30 minutes per player, ages 12 and up. 6-sided dice and tokens not included.
Fearsome Floors
By Mark Casiglio. Fearsome Floors / Finstere Flure (or 'Sinister Corridors') is a game from Friedemann Friese: The storyline is a terrible attempt to continue the FFF-saga with the players trying to escape from Fürst Fieso. But never mind the story, what we have is a wonderful race game in which the players must move through a dungeon as fast as possible - or at least within 14 turns - before it crumbles over their heads. This could be done in 7 turns if everything was peaceful and quiet, but unfortunately the dungeon is also the home of a very hungry monster! Players must maneuver their disks through the dungeon trying to manipulate the movement of a monster who is always after fresh prey. Players can try to lead the monster to opponents' pieces, but may find themselves eaten instead! Pieces might slide along blood slicks or be crushed between a boulder and a wall. You can even try to get the monster to teleport to another part of the board, where it will fall upon its next victim!
Fellowship of the White Star: Wildcard slot (Fellowship of the White Star - d20 System)
A library of several FWS modules other the specififc ones mentioned below will be available, including one premiere to be announced later. Come play in our campaign set in semi-historic earth 1905-1914 with a horror atmosphere that is hidden from the view of the common people. In this version of earth, magic still exists in a limited form and the players will create heroes to investigate suspicious events and battle evil supernatural beings and their malevolent plots.
Fluxx
By Tara Rahe. A card game where the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. There are 84 cards in the deck with additions available. It is not a collectible card game.
FWS A110: Ghosts of the Shaitani (Fellowship of the White Star - d20 System)
By Paul Dorothy & Victor Long. Lion attacks in Africa aren't usually cause for alarm, but when specific lions are recognized by a specific hunter, a specific
organization takes interest. Be prepared to leave the comforts of western civilization and trek deep into the wilds of East
Africa.
A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905
FWS A111 : The Hunt at Stella Point (Fellowship of the White Star - d20 System)
By Paul Dorothy & Victor Long. Assassins have come to Africa. Tribesman have banded together and tried to enact their own retribution, but the killers have fled to sacred ground. The Fellowship is asking you to assist in finding the killers and retrieving the sacred items they have stolen.
FWS B101: Greased Lightning (Fellowship of the White Star - d20 System)
By Victor Long. The Fellowship has summoned you to Detroit, Michigan to recover the worldly possessions of some murder victims. Can this
task be as straightforward as it sounds?
A D20 event designed for any-level characters set in the Fellowship of the White Star campaign of Earth, 1905.
FWS I0l Web of Lies (Fellowship of the White Star - d20 System)
By Victor Long. In Richmond, Virginia an old florist is found murdered. There are witnesses and plenty of evidence to convict the accused.
So, why does the police chief want the case dropped? Why does the family want the investigation halted? This event is
intended for detective and reporter style characters.
FWS I102 : Little Girl (Fellowship of the White Star - d20 System)
By JD Hanna & Peter Parker. A distraught father reaches out to a friend of the family to locate his missing daughter and her governess.
Glory to Rome
By Constantine Zavras. Glory to Rome is a serious card game in the manner of San Juan, but with more complexity and deeper strategy. It's from newcomer Cambridge Games Factory, and though it's got a few sharp corners as do many indie designs, it's well worth playing. I encourage most Eurogamers to take a look at this release, as I think many will be pleasantly surprised. In 64 A.D., a great fire originating from the slums of Rome quickly spreads to destroy much of the city, including the imperial palace. Upon hearing news of the fire, Emperor Nero Caesar races back to Rome from his private estate in Antium and sets up shelters for the displaced population. Reporting directly to Nero, you are responsible for rebuilding the structures lost in the fire and restoring glory to Rome. Players 2-5, Ages 12+
Grand Tribunal
By TBD. A board game of magical invention ... Imagine a world where myth is real -- where wizards wield magic beyond the ken of other mortals. Imagine yourself as one of these mages, dwelling in a mystical bastion with your allies and servants, unlocking secret powers and creating wonders. Every thirty-three years the Grand Tribunal is held, attracting other wizards from far and wide to show off their magical creations for the inspection and approval of the archmages. These powerful judges vote on the best, and invite the winner to join their ranks as a new archmage -- a true master of the art of magic! Grand Tribunal is a board game for three to five players, inspired by the Ars Magica roleplaying game. In Grand Tribunal, players use Vis tokens to activate cards representing magic item types, spell categories, and resources, which they then assemble into powerful magic items. Each round, players place their votes for the item types and spell categories they're most likely to be able to play. Three times during the game -- at the periodic Tribunals -- players are presented with 1st-, 2nd-, and 3rd-place awards for creating magic items with item types and spell categories that match those with the most votes. The player at the end of the game with the most points based on those awards wins!
The Heist (D&D)
By Mike Kuszner. You have been summoned by the clerics of the Church of Heironeous to embark on a quest. The clerics need you and your companions to retrieve an item that may turn the tide in the war against the great evil that is blighting the land. This item—a holy weapon, hidden away in a place where the evil cannot find it. The clerics know only that it is in a place unlike the known world, and you must pass through a planar gate to get there. You have been given a map to the gate, a magical locator amulet, and pleas from the clerics to hurry.
This adventure will utilize a mix of D&D3.5 and D20 rules, and requires skilled roleplaying for characters levels 9 to 11. Previous experience preferred but not necessary. Characters will be provided, or bring your own. 4 to 8 players.
Hell House (Call of Cthulhu)
By CJ Henderson. Call of Cthulhu game for up to 30 characters run by
Origins-Award winning Mythos author CJ Henderson. You need to bring a pad and
paper, a D20 and a pair of D6s. You must also bring a pre-rolled character (as
well as the figure to go with it). We're trusting you to bring a well-rounded
personality, not some critter built of all 18s. Players will be allowed to run
up to three characters apiece if we don't get 30 separate players (which I'm
certain we won't). Characters can be anyone who, in the 1920s, would accept
a large wad of cash to spend the weekend investigating a haunted house.
Professors, doctors, cooks, nurses, cops, detectives, tree surgeons---doesn't
matter. Just come up with their hard luck story as to why they need dough so bad
(or why their intellectual curiosity is so intense) and put them on the bus
for Hell House.
Heroclix Night at the Movies!
By J. Gonyeau. Heroclix Unrestricted Tournament Come and enjoy the fun and action of HeroClix with this Constructed tournament event. All players should prepare a tournament-legal team of 300 points from any unretired sets. Objects and Maps will be supplied. Prizes for this event: TBD.
Heroclix Night at the Movies! 1
By J. Gonyeau. Heroclix Unrestricted Tournament Build the best 600 point Unrestricted force of characters from any superhero movies and battle it out against other “movie stars” to determine who will be victorious at the box office! Can Batman, Joker, and the Penguin defeat the Hulk, Daredevil, or Blade? Or will they all fall before the mutant mega-stars, the X-Men and Magneto? Which big screen will reign supreme? No Colossal Figures may be played during this event. Objects and Maps will be supplied. Prizes for this event: TBD.
Honor’s Veil (Legends of the Five Rings)
By Sieuh Duong. You are representing the interest of your clan at the house of a minor vassal lord. During the evening the lord is murdered and it falls to you to solve the mystery.
I’ve got a Bad Feeling About This!
By J. Gonyeau. Use the Force and soar through the Star Wars universe in this exciting adaptation of ship to ship combat! Will you fight alongside the Jedi, or will you join with the Sith? YOU Decide! This event will have a 40 star build limit but your fleet must be “faction pure” (all units must share the same affiliation or faction symbol). Prizes for this event: TBD.
I’ve got a Bad Feeling About This! 2
By J. Gonyeau. Use the Force and soar through the Star Wars universe in this exciting adaptation of ship to ship combat! Will you fight alongside the Jedi, or will you join with the Sith? YOU Decide! This event will have a 30 star build limit . Prizes for this event: TBD.
It came from the Goo Lagoon (d20 System)
By Mike Kuszner. It was a typical morning at the Krusty Krab; that is until Plankton showed up, bragging about his latest plan to steal the secret formula. Later that day, strange things begin happening around Bikini Bottom—strange reports of even stranger creatures destroying the town. Mr. Krabs is in fear for the Krusty Krab. If Plankton gets that formula, he will drive the Krusty Krab out of business. And to top it off, the creatures destroying the town may even destroy the Krusty Krab. It’s up to Spongebob and his friends to find Mermaidman and Barnacle Boy to stop this EVIL!!!
This adventure will be played with mostly D20 Modern rules, with a few other surprises and random silliness. No experience necessary. Characters will be provided. 4 to 8 players.
Kalamar - The Color of Truth (Living Kingdoms of Kalamar - d20 System)
Key Harvest
By TBD. The object of the game is to score the most points. Players score points by placing tiles on their own country board. One point is scored for each field tile in the player's largest group of connected field tiles and two points for each tile in their second largest connected group. Points are also scored for the worker tiles a player places on their country board. The number of points scored for each worker is equal to the number on the worker tile. Worker tiles do not count as connecting tiles when calculating the largest group of tiles. When played, a worker enables a player to take a special action. Each player has their own team of six workers, known as farmhands. There are also six townsfolk who can be acquired by any player. There are usually six field tiles available at any time from the registry. On their turn a player may bid for up to two tiles using crop counters. The field tile being bid for and the bid in crop counters are placed in the player's store. On their turn the other players may match the store owner's bid in both the number and type of crop counters. If they choose to do so, then they place the field tile on their country board and pay the crop counters to the store owner. If no other player has matched the store owner's bid, then on their next turn the store owner may place the field tile(s) from their store onto their country board and pay their bid in crop counters to the general stock. When deciding how much to bid for a field tile, players will need to consider how important the field tile is to them and whether other players are likely to bid for the tile. It is usually beneficial for a player to place field tiles into their store as that player will either obtain the field tile or receive additional crop counters. When played, a worker tile must be adjacent to at least the number of field tiles as the number on the worker tile. A worker tile cannot be adjacent to another worker tile. If a player obtains a field tile for a space where they have already placed a worker tile, they must remove the worker tile. However, if the worker tile can be replaced immediately (next to the required number of field tiles), then the player can benefit from the worker's ability again. Getting these extra benefits is one of the keys to doing well in the game. Players have two actions per turn. There are four possible actions. Each action can only be performed once per turn. As described above, the actions include placing field tiles from the stores onto their country board - action (c), placing field tiles from the registry into their store - action (d) and placing a worker tile onto their country board - action (b). Action (c) cannot be performed after action (d). A player may also harvest crops by turning over some unharvested field tiles on their country board - action (a). Field tiles taken from the registry are replaced immediately with field tiles from the bag. The bag also contains a number of event tiles. The event tiles when drawn affect all of the players, not just the player who drew the event tile. When the tenth event tile is drawn the game ends after two further rounds have been played. One point is also awarded to the players who have the most of each of the types of crop counters at the end of the game. No points are awarded for ties. Points are tallied using the scoring track on the town board. The player with the most points is the winner.
LA-SP5-01 "The Darkest Depths" (Living Arcanis - d20 System)
By by Chris Sanders. In a world where morality is gray, the Bay of Seremas is painted pitch black. Onara has often been stained by those who had only the best of intentions; now, what truly lies within the sea's darkest depths?
Note: Players are strongly encouraged to play LA-SP5-01 before playing LA-SP5-02 and to use the same character in both scenarios, but this is not absolutely required.
LA-SP5-02 "Beyond the Threshhold of Never" (Living Arcanis - d20 System)
By Chris Sanders. The Elorii in Seremas speak of living in harmony with humanity, yet they live beyond a great wall that divides the city in half. Now one man seeks to remove this illusion of integration, if the Seremasi will allow it.
This is a roleplaying-intensive scenario. Players are strongly encouraged to play LA-SP5-01 before playing LA-SP5-02 and to use the same character in both scenarios, but this is not absolutely required. This STORY-FOCUSED adventure is designed for 1st through 16th level characters (APLs 1 through 15).
LA-SP5-03 Vieled Truths (Living Arcanis - d20 System)
By Casey McGirt. Legend has it that when the Goddess Larissa pierced the veil to the future, she went mad and sought solace in the pleasures of the flesh to forget the horrors she had witnessed. Now, a terrible tragedy in Milandir may be the first warning of a terrible fate in store for the Mother Church and her children across Onara. What will you find when you peer beneath the Goddess’ veil?
Note: This adventure may be of particular interest to Larissan and Cadican characters, although having such characters in the party is by no means required.
LA Intro 5-01 Wheels of Commerce (Living Arcanis - d20 System)
Altheria, nation of scholars, is both reclusive and isolated, but also an integral trading partner amongst the human nations due to its monopoly on the creation of Blast Powder, the second gift of Althares. Now, Altheria is beholden to the Seremasi Enclave of Elorii, with whom they have signed a Treaty of Protection.
This adventure was written to provide a strong introduction to the Arcanis setting, and the rules-base that is used in the campaign. This adventure includes pre-generated characters for players who do not have a character. This Living Arcanis Introductory adventure is designed for characters of 1st to 7th level (APLs 1-7). Characters of 8th level and above may not be played in this scenario.
The Legend of Gary Gygax (D&D)
By James Doyle. This event has been done in the spirit as well as in the imagination of the master himself, as a tribute to his recent passing. Players are informed that there will be traps and pitfalls, monsters and demons, villains and the oh so perchance passing demigod, and let us not least forget, a few heroes to take up the rest of the ends and twist them into the fable only someone like Gary could of done. Rules Lawyers beware, you all will be treated with “extreme prejudice”. For the curious, I leave this quote as a base description, “we’re definitely not in Kansas anymore”.
AD&D 1st Edition
letterHead
By TBD. A unscramble the letters game, letterHEAD includes over 300 cards with mixed-up letters on the backs of each. During game play, a card is turned over and the letters are revealed. For example, all players will see a card with these letters, "RUNTYCE". The first player has 30-seconds to attempt to unscramble the letters to make a word. If he/she is unsuccessful, then it is up for grabs. If successful, then he/she would have spouted out, "century". The player would move ahead and maintain turn. letterHEAD's cards are, for the most part, very challenging. If you a really good at this game, then you can get the Genius cards, available through Enterfection Games.
LG Bissel 8-01 - A Terrible Thing to Waste (Living Greyhawk - D&D)
By Jay Babcock, Crystal Babcock, and Lee Burton. A horrible legacy lurks in the background. If brought to bear, it could slay thousands of innocents in but a few moments. Only one person knows of its existence, but she is trapped in the most secure of prisons. Setting her free may change the way you think about your chosen profession. A challenging Bissel regional adventure for APLs 2-12, and part of the ongoing War with Ket series. Characters should be created by Living Greyhawk rules. Novice players welcome.
LG Bissel 8-02 - Wealth Beyond the Measure of Coin (Living Greyhawk - D&D)
By Cameron Logan. “Convergence arrives, mark it with the death of the oasis who walks. Extinction draws close; the agenda of the spheres is righted at end. All memory fades of the ones who walk and move into the dark lands.” A Bissel regional adventure for APLs 2-12, and the finale of the Shadows and Sigils series. Characters should be created by Living Greyhawk rules. Novice players welcome.
LG Bissel 8-03 (Living Greyhawk - D&D)
LG Bissel 8-04 (Living Greyhawk - D&D)
LG BIssel 8-05 (Living Greyhawk - D&D)
LG BIssel 8-06 (Living Greyhawk - D&D)
LG Core 8-12: Foundations (Living Greyhawk - D&D)
The City of Greyhawk teeters on the edge of revolution. The Directing Oligarchy is in shambles, and the constabulary holds the city together by a thread. As the political rivalry between the Lord Mayor and the High Priest of St. Cuthbert escalates, the very future of the Gem of the Flanaess lies in the balance. A one-round Core adventure set in the Free City of Greyhawk for characters levels 1-15 (APLs 2-12). The fourth and final intrigue of “Honor Among Thieves.”
Mad Scientist University
By TBD. A party game originally from Raiding Party Games, and republished by Atlas Games in 2007, Mad Scientist University is a storytelling game where each player in turn takes on the role of an evil genius Teacher's Assistant (TA) at the Mad Scientist University. Each TA holds a class challenging the students (everyone else) to come up with a way to meet a goal given certain elements listed on distributed cards (Create Perpetual Motion with Lawn Gnomes, for example). Each student brainstorms and then gives a short presentation detailing their plan, and the TA awards the card with the goal to the 'best' plan by whatever criteria the TA wishes (evil geniuses get to be snarky, after all). The winner is the student with the most won goal cards after everyone has led a course.
Magic the Gathering CCG Tournament
By Jamie Boyle. Magic the Gathering Sealed Deck Tournament. Lorwyn Block. Prizes TBD, $10 Entry Fee.
Magic the Gathering CCG Tournament 2
By Jamie Boyle. Magic the Gathering Sealed Deck Tournament. Lorwyn Block. Prizes TBD, $10 Entry Fee
Magic the Gathering CCG Tournament 3
By Jamie Boyle. Magic the Gathering Type 2 Constructed Tournament. Prizes Mox Jet for the top winner
Magic the Gathering CCG Tournament 4
By Jamie Boyle. Magic the Gathering Sealed Deck Tournament. Time Spiral Block. Prizes TBD. $10 Entry Fee
Magic the Gathering CCG Tournament 5
By Jamie Boyle. Magic the Gathering Sealed Deck Tournament. Ravinica Block. Prizes TBD, $10 Entry Fee
Manhattan
By TBD. In this short, tense game, players build skyscrapers in New York, with the exact building locations limited by the cards in their hands. Although everyone can contribute to the construction of a skyscraper, only the player who built its top floor can claim ownership. And ownership is important, because at the end of each round every skyscraper you own contributes to your point total, as does owning the most in a single area, and even owning the tallest one!
Mayhem on the High Seas!
By J. Gonyeau. Pirates of the Cursed Seas Constructed Tournament. Build the best 80 point fleet and sail towards victory! Nothing is too crazy! Will you sail forth to collect the most gold, or will you instead sink your opponent’s fleets? Bring 3 islands, up to 3 pieces of terrain, and 12 Gold over 6 coins. This event will be Multiplayer Format. Prizes for this Event: TBD
Mu and lots More
By TBD. This collection contains four unusually great card games designed by four great designers. The games are called: MÜ, NJET, Was sticht?, and Meinz. Each of these games is a trick-taking game, but each also has a very special way of handling the trick-taking: one may choose his own hand cards, trump is chosen by the players together, or one can win a trick by merely calling it his! One box, four games, and endless fun awaits you!
Murmur of Devastation (RPG)
By Seth Uricheck. The mythological titans have been
freed from their prison and are waging war against the gods. An ancient relic of
incredible power has been uncovered that will not only aid the titans but ravage the
surface of the Earth. A group of Scions, half-human children of the gods, have been
enlisted by their divine parents to protect this relic from the agents of the
titans. Up to six players can join this game, and no prior experience with the
Scions game system is required.
Off the cuff Role Playing (Star Wars d20)
By Sieuh Duong. A friend of yours has a possible in for you and your friends on a caper he is currently financing. The job pays well and it seems fairly easy enough, and you have been in a dry spell since that on Nal Hutta and are basically broke.
Operation Homecoming (D&D)
By James Doyle. As you all are returning from various missions back home for debriefing, you can’t help but feel, that some days, no matter what you do, things never work out in your favor. James Bond/Spy game with a great twist. Novice players welcome.
Oregon
By TBD. Oregon is a family/strategy game with a colonization-theme and a card-driven placement mechanism. The aim of the game is to position farmers and point-giving buildings in the best possible locations on the board.
Pandemic
By Mark Casiglio. Pandemic is a cooperative game. Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out. Players must work together, playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example, the Operation Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5. But the diseases are breaking out fast and time is running out: the team must try to stem the tide of infection in diseased areas while developing cures. If disease spreads uncontrolled, the players all lose. If they find the cures, they win. The board shows earth with some big population centres. On each turn a player can use four actions to travel, cure, discover and build. Cards are used for this but the deck also contains Epidemics... A truly cooperative game where you all win or you all lose. Pandemic is a game for 2-4 players, as listed on the box and Z-Man's website. The game is capable of being played solo or with five players, but these rules are not addressed in the rulebook, and so would require house rules to play.
Pempvs
By TBD. A civilization building game has been created that clocks in under two hours. Tempus plays on a modular board with an array of landscapes on each land tile to ensure a different game every session. Each turn pushes player's technological advancements forward, starting from fire and ending in the modern age. Players are constantly faced with tough choices to vie for technological superiority or better positioning on the game board. This game features a rubber-banding mechanic in technological upgrading; where players catch up to the leader's advances at the end of every turn, and shoot forward to take advantage of any new technologies that are discovered. This keeps players constantly in check, while rewarding planning for the next turn by giving an edge-up. Tempus showcases a simple diceless battle mechanic featuring a subtle fog of war with Idea cards. Each card is dual purpose. Using a card for war, means giving up extra abilities that the Idea cards can grant. Or you might just want to hold on to them to advance in technology.
Pieces of Eight – The Cursed Blade
By TBD. Adventure and glory await you in Pieces of Eight, the rousing combat game of rival buccaneer ships on the high seas. You play the game with a stack of metal pirate coins held in one hand that represents your ship. The coins you choose and the order in which you place them determine your ship's strengths, and you use the special abilities of your coins to destroy your opponent's coins one by one. Your goal is to expose the Captain coin buried deep in the middle of your adversary's ship, then take him out! Dare to enter the age of blood and gold with either The Blade or The Maiden's Vengeance ship set. Each set includes all the coins needed for one player to construct his own ship. Your opponents will each need their own ship set to play, but there's no other limit to the number of players who can join in. The coins in each set are not randomized; you can combine ship sets to gain a wider selection of coins and the advantage over your foes.
Pieces of Eight – The Maiden’s Vengeance
By TBD. Adventure and glory await you in Pieces of Eight, the rousing combat game of rival buccaneer ships on the high seas. You play the game with a stack of metal pirate coins held in one hand that represents your ship. The coins you choose and the order in which you place them determine your ship's strengths, and you use the special abilities of your coins to destroy your opponent's coins one by one. Your goal is to expose the Captain coin buried deep in the middle of your adversary's ship, then take him out! Dare to enter the age of blood and gold with either The Blade or The Maiden's Vengeance ship set. Each set includes all the coins needed for one player to construct his own ship. Your opponents will each need their own ship set to play, but there's no other limit to the number of players who can join in. The coins in each set are not randomized; you can combine ship sets to gain a wider selection of coins and the advantage over your foes.
Pirates of the Cursed Seas
By J. Gonyeau. Pirates of the Cursed Seas Sealed Tournament. Come join us for a sealed Pirates event utilizing 4 boosters from the exciting Pirates of the Caribbean expansion! Each player will purchase four boosters and construct the best 50 point fleet to lead to victory! Will Captain Jack Sparrow and the Black Pearl free themselves from Davy Jones’ Curse? Will the English end Piracy in the Caribbean once and for all?!? Only you can decide! Islands, Terrain, and Gold will be supplied. This event will cost $10 for 4 Boosters and is limited to 8 Players. This event will be Multiplayer Format. Prizes for this Event: TBD
Puerto Rico
By Rym DeCoster. The players are plantation owners in Puerto Rico in the days when ships had sails. Growing up to five different kind of crops: Corn, Indigo, Coffee, Sugar and Tobacco, they must try to run their business more efficiently than their close competitors; growing crops and storing them efficiently, developing San Juan with useful buildings, deploying their colonists to best effect, selling crops at the right time, and most importantly, shipping their goods back to Europe for maximum benefit. A novel game system lets players choose the order of the phases in each turn by allowing each player to choose a role from those remaining when it is their turn. No role can be selected twice in the same round. The player who selects the best roles to advance their position during the game will win.
PvP Madness!
By J. Gonyeau. Halo Actionclix Constructed Tournament The carnage continues within the realm of HALO ActionClix! This event required you to bring a team with a beginning build cost of 400 points. Be sure to bring plenty of reserve figures with which you can use to upgrade your forces! Each player should bring one map (included in every booster). The Judge will pick 2 maps for each week that will be used in the events. Also bring plenty of upgrade tokens, grenade tokens, and kill counters! Show no mercy!! Prizes for this event : TBD.
Recess
By TBD. Recess! A board game of pain and loss in a rough parochial school ... Growing up is never easy ... especially in a rough parochial school where scores are settled on the playground. Between bullies stealing your lunch money, fights breaking out left and right, and schoolmates tattling to the ever-present nuns, a kid just can't catch a break ... or a kiss, as the case may be. Because you're a lover as well as a fighter, and all you really want is to steal a kiss from your sweetheart across the blacktop before the school bell rings and recess is over. The fact that you've bet the last of your lunch money on being the first do it makes it all the more risky. Of course, might makes right here on the playground. If you can't win your money back from the other kids, you can always beat it out of them. Recess is a strategy board game for three to five players. Players each start with two boy figures and two girl figures on opposite sides of the grid-marked modular board, which is dotted with playground-themed obstacles. Children move like a rook in chess, while nuns move like a queen. A child that lands on a space occupied by another child starts a fight and takes a coin from him. Other children can break up a fight by landing on that same space, or tattle by landing on a nun's space. If a nun moves onto the fight space, the attacker is sent back to the entrance for detention. Finishing thirty of the minute-long turns marks the end of the game, or it ends immediately when one player's boy and girl figures meet on the same space while out of sight of the nuns. The resulting kiss earns two coins from each player, but to win you still have to end up with the most coins.
Ribhus C201E - Challenge of the Wizards IV: The Stone Puzzle (Heroes of Ribhus - d20 System)
By Rodger Bergeron Jr. Once again the Ribhian Council of Wizards is holding their annual
challenge. As always, the exact nature of the challenge is a
tightly-held secret, but win or lose, the Heroes of Ribhus are likely
to earn the enimity of some of the most powerful casters in all the
land ...
Ribhus C202E - Midnight at the Velvet Oasis (Heroes of Ribhus - d20 System)
By Christopher Ravlin. Deep within the Ezmazrian Desert a new oasis has appeared and the area
nomads have thrived with the additional access to water and plant
life. Trading has increased and word has spread that a mysterious
benefactor is starting to unite the tribes. He intends a midnight
ritual at this new "Velvet Oasis" that will insure the unification of
the nomad tribes. Who is this mysterious stranger and what does he
intend to do once the tribes are united? The Heroes of Ribhus are
charged with finding out. This event is recommended for characters of
at least 6th level.
Ribhus C203E - What Lies Beneath (Heroes of Ribhus - d20 System)
By Burt Smith. The small farming community of Asok's Plow has always kept to
themselves. In turn, it has have been left alone by the Free Cities,
for it is the only location where Bycanian grapes and Erovis barley
will grow, both key ingredients in the distinctive beverages of the
Cities. With the lifeblood of the village and the tradition of the
Cities at risk, can the Heroes of Ribhus discover what is causing the
land itself to rise against this isolated community?
Ribhus C204E - Death in Ysgard (Epic) (Heroes of Ribhus - d20 System)
By Burt Smith. Engage in an Epic Heroes of Ribhus event! When a living Avatar of
Peroun appears in a thunderbolt of glory looking for heroes of lore,
how could you not answer the call? And on Ysgard, where death itself
is only a temporary state, what could possibly go wrong? This is a
two-slot event. Epic level characters will be provided.
Ribhus C204E - Death in Ysgard (Epic) part 2 (Heroes of Ribhus - d20 System)
The second half of the game.
Rokugan - Shadow on the Court (Legends of the Five Rings)
You are guests at a peaceful wedding in Dragon lands, an opportunity for artistic beauty and courtly intrigue. But a series of unfortunate incidents suggest that something sinister may be lurking beneath the surface of Shiro Mirumoto’s tranquility. (Introductory)
Rokugan - Tournament of the Topaz Champion (Legends of the Five Rings)
Promising young samurai from across the Empire are invited each year to participate in a gempukku tournament in Crane lands, where the finest competitor will be named Topaz Champion by the Emperor himself. You are honored to be a part of this fine tradition… and failure before the Son of Heaven would be unthinkable. (Introductory)
Rokugan - Treacherous Terrain (Legends of the Five Rings)
An Asako Inquisitor asks your assistance in escorting his niece back to the Phoenix lands. The trip may prove more problematical than it first appears. (Low-Rank)
Rokugan - Writ of Justice (Legends of the Five Rings)
A summons for help brings an Emerald Magistrate – and a group of young samurai – to the East Hub Village. There you must assist a member of the Imperial Families. (Low-Rank)
Samurai
By Mark Casiglio. Part of the Knizia tile-laying trilogy, this game is ostensibly set in medieval Japan. Players use hexagonal tiles to surround cities, which have one to three different figures: rice paddies, buddhas, or high hats. The tiles represent influence on particular facets of the cities, and the highest influence on a figure when the city is surrounded takes that figure. The object of the game is to have more of any one else in one category, and then have the most remaining figures.
San Juan
By TBD. A card game based on Puerto Rico. The pack of 110 cards consists of production buildings (indigo, sugar, tobacco, coffee, and silver) and "violet" buildings that grant special powers or extra victory points. Cards from the hand can be either built or used as money to build something else. Cards from the deck are used to represent goods produced by the production buildings, in which case they are left face-down. A seven-card hand limit is enforced once per round. In each round or governorship, each player in turn selects from one of the available roles, triggering an event that usually affects all players, such as producing goods or building. The person who picks the role gets a privilege, such as producing more goods or building more cheaply. Though similar in concept to Puerto Rico, the game has many different mechanics. In particular, there are no colonists and no shipping of goods; goods production and trading are normally limited to one card per phase; and trades cannot be blocked. Victory points are gained exclusively by building, and the game ends as soon as one player has put up 12 buildings.
Seismic
By TBD. "The industrious yet short-sighted Seismic Asphalt & Paving Company -- located in the sleepy town of San Andreas, California -- has put you in charge of one of its many road crews. Your job is to build a network of roadways around San Andreas proper. But San Andreas is rather prone to earthquakes, which have a tendency to destroy the beautiful stretches of pavement you've been laying. After all the asphalt is put down, which road crew will end up connecting the most highway in between quakes?" In Seismic, players place hexagonal highway tiles to build long, complete sections of highways, scoring points for each tile as well as bonus points for the ending "intersection" tiles in their routes. Scores aren't tallied until the end of the game, because at any time, earthquakes can occur, destroying tiles along the most-built direction leading out from the central "San Andreas" tile. Players constantly need to be claiming as many long roadways as possible while ensuring that their highways aren't the ones that are going to be destroyed if and when an earthquake occurs.
Sneeze
By Constantine Zavras. Your friend swats at her pet cat, saying "Shoo!" The house cat jumps off the old table, sending dust clouds everywhere. As the cat leaps into your lap, your nose starts to itch! Your friend laughs at you mischievously. The object of Sneeze is to match Sneeze cards to your opponents’ allergies and make them sneeze. If you sneeze too much, you’re out! Players each start with one Sneeze card as an Allergy. On your turn you place a sneeze card into either the upwind pool (which will make people sneeze immediately) or the downwind pool (which is safe until the wind changes). If all of your allergy cards are matched by cards in the upwind pool then you sneeze, that pool clears, you draw another allergy card and both you and the player who made you sneeze draw an 'And Now' (event) card. These can be played on your turn instead of flipping an allergy card to effect the course of the game (e.g. you hold your breath to avoid sneezing, or play a 'mean trick' to double the effect of one of the cards than an opponent is allergic to). When a player with four allergies sneezes they are out--at that point the game switches to 'sudden death' with any player who sneezes being eliminated. This is clearly a kids game, but with a few twists of strategy to keep everybody interested, especially around management of 'And Now' cards, and preparing for the switch into the sudden death end game.
Spammers
By TBD. Each player is competing to pull off the most lucrative scams. You do this by spamming mailing lists. The more closely related the mailing list is to the type of scam you're trying to pull, the easier it is to score. Scams come in 4 types - sex, internet, money and free stuff. The text and art flavour are quite wonderful. Of course the sex scams appeal the most - highlights were the Virtual Jellorama, Walter's Wankery and Disgusting Dog Tricks. If you're geeky, some of the internet scams are witty. All the standard 'make money doing nothing' and free stuff scams are there as well. You play scam cards in front of you (up to 5) and then play mailout cards (spams) trying to lure people in. There are a number of mailing lists of various sizes in the middle for anyone to mail to, plus each player has some private mailing lists that only they can spam. The action is to play a 'mail' card, nominating both a scam and the list that you're mailing the scam offer to. If you roll a d6 less <= the size of the list, you succeed, and that scam scores a point. If you roll way under (4 or more), your scam scores 2 points. Some lists specialise in one of the 4 scam types ... if your scam and the list matches, you get a modifier of +2 making it easier to score, plus the mailout cards have modifiers between 0 and +5. Simple so far, but everytime a mailing list gets spammed, it decreases in size by 1 (1 million thematically which equals 1 on the die) - these are subcribers getting disgruntled by the amount of spam they're receiving who leave the list. The winner is the first person to get 20 points across all their scams, or who gets a single scam of 12 points BUT it's only checked at the start of your next turn. A turn consists of 3 actions surrounding 2 decks - list cards and action cards. An action is pick up a card, play a card or merge 2 lists (making one bigger list you can then mail to). The action cards consist of scams, mailouts or hardware cards. Hardware cards are played in front of you and allow you to break the game rules in a prescribed way (eg can mail other's private lists). Mailout cards also list special effects which vary from mundane to wildly powerful but generally allow you to hose other players. When you play one, you say whether you're mailing or playing the special effect. To the game play itself. You try to get a mailout going every turn (you're only allowed one) and pick a scam / list combination that gives you the best chance of scoring 2 points rather than 1 point. If you only get 1 point, you may well be falling off the pace. You're generally picking up at least one card each turn, and this can be a slow process as any special action needs to be read and understood to work out whether you want to use the card as a mailout or for the special effect. So it's not the fastest game in the world. These hosage cards also make it a big hit the leader game. If you're going to make a dash for the lead have plenty of protection cards because you have to maintain your winning score for a full round before you win - everyone gets a shot at you.
Starmage - Lunar Lander (Starmage Prophecies - d20 Future)
By Ryan Downing. Supported by their recent acquisition of advanced technology, the
Haizmond Benevolent Society requests that you explore the truth behind
an old rumour. Is there really a wealth of treasure on the Moon?
Starmage - Market Mayhem (Starmage Prophecies - d20 Future)
By Dale Friesen. Two large trading groups have ended up in Zagport for an annual market, and an old feud threatens to not only get out of hand but encompass a lot of bystanders. The Haizmond Benevolent Society needs this straightened out before things get any worse.
Starmage - Rat Queen's Bane (Starmage Prophecies - d20 Future)
By Dale Friesen. The opportunity for an alliance with the zekrans (the so-called "rat
folk") has arisen, and the Haizmond Benevolent Society says to make it
happen. The zekrans have been slowly driven out of their homes over
the last several generations, and it's up to the heroes to put a stop
to this.
Starmage - The Curse of the Vampire Cow (Starmage Prophecies - d20 Future)
By Chris Jarvis. For generations, farmers in the Icebrook Valley have told stories of the Vampire Cow. Recently, sightings have increased, and strange occurrences are beginning to suggest that these might be more than stories. Can a group of heroes be found to track down the source of the valley's troubles?
Starmage - The Fortress of Weevil Canyon (Starmage Prophecies - d20 Future)
By Carson Upton and Dale Friesen. The Structure of Administrator Zox has maintained its autodefense
systems since the days of the Empire, and adventurers have tried in
vain to penetrate its secrets. Now that technological assistance is
available, however, the Haizmond Benevolent Society is sending heroes
to try again.
Starmage - Up, Up And Away! (Starmage Prophecies - d20 Future)
By Ryan Downing. The Haizmond Benevolent Society needs you to take as few soldiers as possible in some poorly repaired and unwieldy ships up to a heavily guarded military outpost and return victorious. Simple, right?
The Sword (RPG)
By Rym DeCoster. Want to try a real role playing game? Step up and enter the world of The Burning Wheel, Luke Crane's masterpiece role playing system. No experience necessary.
Syndicate
By Micah Warren. Live the life of Crime! Trade in drugs, guns, and ‘personnel’ while whacking the competition to build the most successful crime family in the region! Take over enemy turf as you play the role of an Italian Mafioso, Japanese Yakuza, a street hoodlum, or the most crokked of all: a capital hill politician. Syndicate is a structured live action role playing game which runs during and overlaps the entire convention, you do not need to devote an actual slot to play! For a preview of the rules, visit http://syndicate.lordnull.com
Thurn and Taxis
By TBD. In Thurn & Taxis, players build post office routes across Bavaria and the regions around, collecting bonus points in various ways. The board shows a map of all the towns, with roads leading from each one to some its neighbors. There are various colored regions around the board, most with one or two towns, and a large region with all the Bavarian towns in the center. On your turn, you draw a card showing a particular town into your hand and play a card from your hand in front of you, building up your postal route. When it is at least three towns long, you can cash the route in, placing post houses on the towns. When you place a card, your route must follow the geography on the board. So if you find you can't extend the route legally, it's scrapped and you must start a fresh route! Often, you will have a card in hand to keep your route going, but when you start your turn by drawing a card, you might realize then this is your last chance to push the route, and it's time to cash in. The trick is, when you cash the route in, you can either place one house in each different region on the route, OR place houses in all the towns of one region in the route. So on one route, you might switch from one region to another, so you can place a lot of houses in different places, or you might build a route which concentrates on one region especially, getting houses into just that region. There are lots of stacked bonus tiles across the board, with the victory points decreasing as each stack is diminished. You can collect bonus tiles for getting houses in all the towns of a region (or paired regions), bonuses for building routes 5, 6 or 7 houses long, a bonus for having a house in every region (a change from the original rules which didn't require Bavaria) and one bonus point for ending the game. In addition, as you complete routes, you take a card showing how your postal company is growing, starting at a three route up to a seven route. The latest gives you more victory points at the game end, but you have to grow your company steadily. Finally, you have some help from the postal staff, who give you only one extra action a turn: flush the six face up cards, pick up an extra card at the start of your turn place two cards onto your route, gain two places when taking a company card (so a four route can let you take the 5 or 6 route company card for example). But you only get one action, so if you drew two cards this turn, you don't get to place two as well. And when you cash in your route, you must discard your hand down to three cards. The game ends when one player places their last post house, or takes a 7 company card (everyone gets to finish the round). Total up all your bonuses, most points win. Many people liken Thurn & Taxis to Ticket To Ride, and there are clear similarities. But Thurn & Taxis has little player interaction, except when you might see that I need a card and you take it before me, or flush the face up cards. Other than that, there is no blocking routes on the board. The board is open to every one, and you can usually tell when the game will end. It's more a question of nerve and timing. Do you have enough time to build a longer route? Will the right cards come up to push your route longer? Or do you build lots of small routes and snatch the bonuses quickly? There are choices in Thurn & Taxis, but the game mostly turns on your own decisions and some luck in the cards. From the publisher "A real challenge for strategists: build a new postal stagecoach operation. But what does the best connection look like? Do you plan a short but difficult route, play it safe instead? With the right strategy, this game lets players build routes and stagecoaches, found offices in cities and expand into new countries. All the while making good use of public departments and having a lucky hand when planning new routes. Thurn und Taxis: The mail's here!"
Tigrig and Euphrates
By TBD. Ranked as Reiner Knizia's best game, thusfar this is the highlight of his prolific career. The game is set in the ancient fertile crescent with players building civilizations through tile placement. Players are given four different leaders: farming, trading, religion, and government. The leaders are used to collect victory points in these same categories. However, your score at the end of the game is the number of points in your weakest category, which encourages players not to get overly specialized. Conflict arises when civilizations connect on the board, i.e., external conflicts, with only one leader of each type surviving such a conflict. Leaders can also be replaced within a civilization through internal conflicts.
To Hell and Back with only 5 laps to go …..
By James Doyle. This is the Car Wars event you’ve all dreamed of. Massive Vehicles with Awsome Weapons, An Arena and Track with all the Bells and Wihistles and Trimmings. All you have to do is Survive. This is a winner take all event. Top prize for Last man standing and most horrible death. (Never said it was a good dream now did I…….)
Twisted Metal!
By J. Gonyeau. Mechwarrior Constructed Tournament Time to unleash your best upon the world! Bring in 600 points of your favorite ways to turn war-machines into slag and see whose giant stompy death is the best. Standard Age of Destruction and MechWarrior Construction rules apply. Prizes for this event: TBD.
Vampire – Prince of the City
By TBD. From the publisher: "Since time immemorial, the Kindred - vampires - have stalked unseen by the mortal masses upon whom they prey. Their world is ruled by the Prince, the most powerful and influential of the city's Kindred. The Prince's word is inviolate and his actions unquestionable. However, the Prince is dead and his legacy is but ashes. The mantle of leadership must fall upon another Kindred resident of the city � one of the Primogen, the ruling council that normally supports and advises the Prince in his decisions and judgments. The competition will be fierce, and only the most cunning and resourceful Kindred will prevail. Deals will be struck, alliances will be forged, and agreements will be broken. Do you have what it takes to become the new Prince of the City? The aim of the game is simple: Score more Prestige than any other player so that you may be declared the new Prince. You gain Prestige by controlling areas of the board that are defined as realms of mortal Influence. Each category is further divided into zones, and some zones are more prestigious than others. Gain even more Prestige by resolving Events that affect the Kindred world, or by implementing various Strategies that give you a unique edge over your opponents. Most troublesome, Prestige can be lost as well as gained - if you are outmaneuvered, you may find yourself becoming Notorious. In the process of building your Prestige, you may acquire Resources or directly Challenge your opponents to hinder them or send them to torpor. You must also keep track of your Blood, which is used up as game turns go by and which you spend to activate Discipline powers. Influence, Resources, Strategy and Blood are the currencies of Kindred unlife, and thus they are all bargaining chips for you to use on the way to ultimate victory. Prince of the City is designed for three to five players, each of whom represents a different clan from Vampire: The Requiem. Of moderate complexity, the game calls for strategy, tactics, diplomacy and guile to succeed. A number of optional and advanced rules provide even more strategy and replay value for more experienced players. Created in the model of the finest European boardgames, the Prince of the City box contains everything you need to play the game, including a full-color board of artwork depicting the city, a rulebook describing how to play, three decks of playing cards (Events, Resources and Strategy), several 10-sided dice, and a number of miniatures, counters and tokens."
Vampire the Requiem LARP
By The Camarilla. Characters will be provided.
Vampire: The Requiem is a Storytelling (or
roleplaying) game. In it, a group of players cooperates
to tell a story. Each player takes on the role of a
single Kindred, except for the Storyteller. This player
essentially takes on every other role, describing the
world to the other players, acting out the parts of
other characters and determining what challenges
the players’ characters face.
Vinci
By TBD. Along the lines of History of the World by Avalon Hill, players cycle through a series of European civilizations as they attempt to score the most points using the civilization's special powers. The game is set in Europe and each player is provided with a pool of wooden tokens to represent their civilizations. Each player selects a combination of civilization tiles, which give his civilization special abilities or characteristics. Players expand their empire through territorial expansion, often at the expense of other players. The key to the game lies in choosing when to decline your currently played-out civ to get a new one which will keep generating points. Play continues with the cycling of civilizations until a certain score is reached whereupon final rounds are played and a victor is determined. A winner of the 1999 Concours International de Créateurs de Jeux de Société.
The Werewolves of Miller’s Hollow
By Spot Weld. Werewolves of Miller's Hollow is a game that takes place in a small village which is haunted by werewolves. Each player is secretly assigned a role - Werewolf, Villager, or special character such as The Captain, The Hunter, the Witch, the Little Girl, The Seer and so on... There is also a Moderator player who controls the flow of the game. The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers (normal and special villagers alike) then vote on the player they suspect is a Werewolf helped (or hindered) by the clues the special characters add to the general deliberation. That player reveals his/her role and is out of the game. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.
WH:DP 1-16 Boarding Party (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
Portuguese merchant ships are disappearing. England has sent word to the Lieutenant Governor of Jamaica that he needs to put a stop to the pirates targeting the Portuguese or a Man-o-war will be on his door step within a month. This has lead Henry Morgan to wonder where those that helped him in the spring are today. The Invisible World has heard his plea. A group of Witch Hunters have been brought to the island of Jamaica this December of 1689.
WH:DP 2-01 Red Tide (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
An ordinary voyage takes a grim and unexpected turn, leaving a small group of Witch Hunters to face a mysterious, unseen enemy with only their wits, faith, and courage. Lives hang in the balance, and perhaps more than mere lives. A Witch Hunter: Dark Providence™ Campaign introductory adventure.
WHDP 1-01 - Storm Tide (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By Brian Schoner. Hunting pirates is a job for the navy, not for Witch Hunters. But ghost ships are another matter entirely, and when Sir Henry Morgan asks for your assistance in putting such superstitious tales to rest – one way or another – it’s hard to say no. It is spring, 1689, in Port Royal, the capital of the English territory of Jamaica. A Witch Hunter: Dark Providence Introductory event.
WHDP 1-03 - Loss of Innocence (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By Tim Chandler. Claims of witchcraft abound in Boston, Puritan capital of the New World. The Witch Hunters heed the call to mete out justice to the servants of the Adversary. But who is innocent, and who is guilty? A Witch Hunter: Dark Providence Introductory event.
Wildside - Open play
By Leigh Grossman et al. The Wildside Gaming System is a flexible, innovative, ultra-realistic role-playing system designed specifically for adult and experienced gamers. Combining realistic and logical character development, realistic combat, a vast magic system, and accurate historical elements, Wildside is a versatile system designed especially for game masters who like to create their own settings for swashbuckling heroics, magic, and adventure in a complex fantasy world. It can also be used in a variety of other settings.
Xen'drik Codex 11: A Shattered Mind's Maze (Xen'drik Expeditions - D&D)
By Alana Abbott. When one of the Codex's most valuable resources is stolen, the best of the Crimson Codex are called upon to get it back. Their answers will be found within a maze of ruins, where the dangers lurking could lead to madness... or death. A Xen'drik Expeditions Crimson Codex faction adventure optimized for 11th-level characters.
Xen'drik Expedition 8: The Dead of Night (Xen'drik Expeditions - D&D)
By August Hahn. A building is destroyed in the heart of Stormreach, leaving a strange magical void in the center of where the structure once stood. What is the cause of the strange disaster? A Xen'drik Expeditions adventure for characters of all factions, optimized for 11th-level characters.
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