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Event Search Results

37 events found
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201 Mythos Trek

Saturday 8 AM in 143 for 10 hours
Room Map
GM: Whitney Lee Preston
Type: RPG
System: Call of Cthulhu
Players: 7
Provided: Characters may be provided by GM
Variations: slight for player enjoyment
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Crew of the USS Constitution are on a mission to find the lost vessel SS Veritas. But will they, in fact, discover the truth?

204 Jewel of the Mole King

Saturday 8 AM in 149 for 8 hours
Room Map
GM: David Rakonitz
Type: RPG
System: Hero pre-5th Edition (Champions)
Edition: 4th w/some 5th
Players: 6
Provided: Characters may be provided by GM
Power Level: Max 60 pt Attacks, max: 33 PD; 33 ED
Variations: minor variations
Rules Knowledge: Useful
Game Content: Mainstream

The earth trembles, and an ancient enemy of man returns.

It steals children. The Black Hat offers help but dare you trust her?

A lost gem holds the key.

205 Your Adventure

Saturday 8 AM in 151 for 4 hours
Room Map
GM: Andy Marshall
Type: RPG
System: Dungeons & Dragons 5th Edition
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You are not satisfied with the status quo. Exploring the dangerous wilderness is the only way to elevate your status. But will you live long enough to enjoy it?

D&D Basic 5th Edition adventuring in the West Marches format.

206 Silent Running

Saturday 8 AM in 152 for 8 hours
Room Map
GM: Pol Stafford
Type: RPG
System: Numenera
Players: 5
Provided: Characters created for game
Power Level: Medium
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Boodah is a bustling little place at the edge of Somewhere. Cafes, autocarts, holy tech, slow-time, these are the charming civilized offerings that draw visitors. That and the remarkable tech created in the mountain city of Pesht.

But the winter was long, and the turning of the Clock of Kala disrupted trade for many months. But the Clock and winter are both long past. The passes are blocked. The auto-birds sent to investigate have not returned.

You have been hired for your unique skills. You are being promised payment on return.... What awaits you in the mountains? Well, certainly, adventure and... the terror of the unknown.

This is an adventure suitable for new characters. I will have some pre-generated characters, and you are welcome to bring your own or generate one using the character creation app. :)

Beginners welcome.

207 The Stench over Summerton

Saturday 8 AM in 154 for 8 hours
Room Map
GM: Dwayne Fox
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 2nd
Players: 8
Provided: All characters provided by GM
Power Level: 4th-5th
Variations: Segmented movement
Rules Knowledge: Expected
Game Content: Mature Themes

The Village of Summerton has been a very prosperous community, located near the sword coast north of the Pumarj, it has benefitted from its proximity to the great marshes of the Whooley bay. The marshes providing the area with fertile farmlands and an abundance of natural resources, which has spurred on the growth of Summerton from that of small Hamlet to a thriving village.

While the foreshadowing arrival of the Great War has been whispered and spoken about in tankard halls and detected on the borders, it has of yet left Summerton unmolested, other than a minor strife with a fanatical faction of 'no growth' druids; much goes on as it always has. Merchants conduct trade amongst the near by farms and down to the sea coast city of Hardby. It was actually the Merchants that first became aware of the Malady of the Stench, as people have come to call it, at first only a noticeable smell on the wind, then the tell tale sign of blighted woodlands and fouled springs that spew tainted water not fit to drink even if boiled.

The Wood-elves of the northern glades have spoken of their beliefs that the tainting stench to be the work of Greater Orc shamans of Gruumsh, while some whisper a belief that the true cause is an after affect of the encroaching humans settlements into the wilds.

The Condition was mostly ignored by Summerton and her residents, as it was to far away and was issue for others to deal with. The attitudes have begun to change after the 2nd year of unseasonable warm and dry winters, the once abundant crops have begun to wilt on the stalk, animals that always fed on the overflowing crops and drank from the clear waters provides by the great marsh now grow sick for no apparent reason, and then there is the smell, it comes from the north and is getting stronger.

The Priest of Dementer have investigated the nearby lands for the cause, a way to halt the if not reverse the spread of the stench, to no avail. Prayers and offerings have been given in supplication in hopes of gaining an answer.

The Priestess believes that the cause and the solution is located with the very marsh that has aided them and now turns it back on them.

The Heroes are called from the surrounding lands to help Summerton in its time of need, seek out the secret of the Great marsh, and the reason behind the Stench before the land is forever tainted with rotting blight.

(The Game is set in The World of Greyhawk and is situated just prior to the coming of the Great War, set after Samuel Horton's 'Orc's on the Border' at this years Dundracon.

208 Dance of the Monkey King

Saturday 8 AM in 159 for 6 hours
Room Map
GM: Marc Willner
Type: RPG
System: Feng Shui
Edition: 2
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your boss, Judge Dee, President of the Metropolitan Court, has sent you to the coastal city of Peng-Lai, where it all started, to investigate strange happenings. It might be corrupt officials, Korean intrigue, or a conspiracy of Weretigers. Or it might be something else. This scenario is based more on the Robert van Gulik books than on the historical Di Renji.

209 Safari on the Island of Doom!

Saturday 8 AM in 160 for 4 hours
Room Map
GM: Todd Furler
Type: RPG
System: Hollow Earth Expedition
Edition: 1.0
Players: 7
Provided: All characters provided by GM
Power Level: Slightly larger than life
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

An uncharted island! Mysterious natives! Big-game hunters! A cash prize to be the first to bag a creature of legend! Good hunting, and may the best person win!

210 The Purposely Sinkable Not So Airship

Saturday 8 AM in 161 for 6 hours
Room Map
GM: Joseph Silveira
Type: RPG
System: Homebrew
Edition: Not the Last
Players: 6
Provided: Characters created for game
Power Level: Low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Now that the skies are safe from the homunculi that attacked your home most of the army / mob has disbanded and peace has become the norm. At least until city blocks started to collapse and raids from the sewers increased. Denizens of city send messengers to what little force were to lazy to leave in the past months, and found your group. How quick can our slackers make an airship work in a sewer?

In this game you play small homunculi that live in the ruins of civilization. Characters created at start of game using cards.

211 The Giant's Ring

Saturday 8 AM in 162 for 8 hours
Room Map
GM: Peter Christian
Type: RPG
System: Mythras-Classic Fantasy
Edition: 1st
Players: 8
Provided: All characters provided by GM
Power Level: ~90% range
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Count of Mourningvale believes his bride has been abducted by Frost Giants - the Prince of Silverblade wants the Giant's magic ring - do you date enter the glacial caverns of the frost Giants? To seek out and recover lost treasures and political pawns? You're tough, experienced adventurers - but you don't all have the same agenda - the Giants have a few tricks up their sleeves. A dungeon crawl in the grand tradition, using the Classic Fantasy game varient for Mythras - Design Mechanism's award-winning D100 system.

212 The Queen's Cup

Saturday 8 AM in 163 for 6 hours
Room Map
GM: Jay Loucks
Type: RPG
System: 7th Sea
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Privateers for the Triple Kingdom, you ply the seas for Queen and Country, fortune and glory. The first Queen's Cup competition promises rich rewards for the winning crew, and the wagering is fierce. But could the furor conceal a more sinister purpose by shadowy figures looking for their own power and/or profit?

Please join me for a rollicking, swashbuckling adventure using the new 2nd Edition rules. The flavor is much the same, but many of the game details are different. You will still need a double-handful of D10s, for when you are very, very good.

261 Salvage Run

Saturday 8 AM on Salon FG Table 3 for 8 hours
Room Map
GM: Jason Windham
Type: Sci-Fi Miniatures
System: Battletech
Edition: Total Warfare
Players: 8
Provided: All miniatures provided by GM
Variations: card-based initiative
Rules Knowledge: Useful
Game Content: Mainstream

September 3052

The Clan's Invasion of the Inner Sphere has been temporarily stopped by ComStar at the battle of Tukayyid. While the Treaty of Tukayyid has delayed the invasion, it has not stopped the Clan's from launching raids across the border to remind the Inner Sphere they are still there and keep their fighting edge.

A recent raid was launched by the 57th Striker Cluster 'Fangs of the Death' of the Steel Viper's Gamma Galaxy against the Federated Commonwealth border plant of Mkuranga. The planet is currently held by 5th Davion Guards RCT, with additional support being provided by Bannockburn's Bandits & The Vanguard Legion mercenary units.

The 57th Striker Cluster divided their attacking forces. The main force, a Super Nova worth of Mechs and Elementals landed via dropship deployment outside a large coastal supply distribution center. The secondary force was deployed via an orbital drop aiming for a small ammunition factory. The main force was able to land and deploy without any issues. That battle is still on going.

Unfortunately for the Steel Viper's, the forces dropping in from orbit were intercepted by the 5th's limited aerospace forces during the drop. Intel indicates that a full star or more of Clan OmniMech's were damaged while at low altitude and crashed to the planet. The remainder of this force has already been stopped by a combined force from Bannockburn's Bandits and The Vanguard Legion, however there are reports of disagreements regarding salvage from the battle between the mercenary commanders' on site.

While the 5th Davion Guards RTC deal with the main force at the distribution center on the far side of the continent both mercenary commanders have seen an opportunity to collect some Clan equipment. Both Bannockburn's Bandits and The Vanguard Legion have each dispatched two lances along with several Battlemech Recovery Vehicles to locate and recover as much Clan technology as they can get their hands on and return it to their respective bases.

* * * *

This scenario will be played using the Total Warfare rules set, though I will be using an alternate card based Initiative system. I will be providing all materials needed to play. We will be using 3d HeroScape terrain. Rules knowledge is useful but not required. If you haven't played Battletech in years or even decades don't worry, the rules are almost exactly the same.

262 Spacer Bill Ugnucks Wild Races Part 2

Saturday 8 AM on Salon FG Table 8 & 9 for 6 hours
Room Map
GM: Dennis Seiffert
Type: Sci-Fi Miniatures
System: Full Thrust
Edition: Fleet Book 1 & 2
Players: 8
Provided: All miniatures provided by GM
Variations: Full Vector Movement
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You have an old freighter, space hulk or last years military grade ship currently mothballed? Then bring it to Spacer Bill Ugnacks midnight race around the Phoenix Shipyards, dodge security patrols to garner points and special prizes. Can you handle the heat? If so sign up now. Remember, Ugnacks spells fun in 47 alien languages, we won't tell you what it means in Oblacian. Work hard, play harder, and race till you die.

Ever wanted to try your hand at 2D vector movement? With a simplified card system and the Full Thrust rules you can. Choose your pilot and ship, grab some dice, and have fun! And be warned the Drift will kill you.

263 Death of the Dedrickson's Devils

Saturday 8 AM on Hall Table 6 for 8 hours
Room Map
GM: Nathan Kajikuri
Type: Sci-Fi Miniatures
System: Battletech
Edition: 4th
Players: 8
Provided: All miniatures provided by GM
Variations: Advance Rules
Rules Knowledge: Useful
Game Content: Mainstream

213 Trail to Jick'son, Search for the Red Cross

Saturday 9 AM in 374 for 8 hours
Room Map
GM: Patrick Hamilton
Type: RPG
System: Gamma World
Edition: D20
Players: 8
Provided: All characters provided by GM
Power Level: Medium
Variations: Based on D20 Modern
Rules Knowledge: Useful
Game Content: Mainstream

The year is 2475, 450 years after the final wars. What is left of the human race is picking up the pieces. In the land of Flora, cryptic factions still struggle to survive and rebuild society in their image.

One of these alliances is a small band of humans, mutants, and intelligent animals that have made it their mission to restore the old ways, to rebuild the country of Merka and establish peace, liberty and justice for all creeds. They called themselves the Restorationists. For the most part, they have expanded peacefully among the plains and valleys of central Flora for several years. The group established 6 colonies with varied resources and cooperative bartering as a means of commerce.

To the South of the enclave lies a great rift that extends nearly ? the way along the remaining landmass of Flora. Travels to the West have met in doom; survivors that did return were horribly burned or mutated by radiation and other contaminants. It is rumored that the cult inhabiting the Western zone worships radiation and biogenetics as a means to further divine mutation.

Invaders from a new faction, the Rank Of The Fit, continue to plague the northern border of New Flora. Their band is made up strictly from Mutated, Intelligent (well some would say) Animals. Their leader, a Mutated Bear they call Napoleon.

A long highway stretched out from the east of the enclave all the way to the east coast of Flora. The groupÕs men found a great city, which they claimed to be Jick'Son based on partial archive records. The people of Flora were keen to refer to it as the Emerald City, which is the color of the warm glow emanating from it's locale.

A long highway stretched out from the east of the enclave all the way to the east coast of Flora. The groupÕs scouts found a great city, which they claimed to be Jick'Son based on partial archive records. Within the city, they discovered a functional nuclear reactor as well as a municipality completed run by devices and robots presumably functioning from the ancient times. Within an ancient military base they discovered a strange yellow tube with an odd symbol on the side.

The Restorationists scouts quickly find that contamination and radiation due to the broken reactors makes re-habitation impossible. However, there was reportedly a medical facility of some kind. Unfortunately, they were followed by the RoF army and the military base overrun. Few survived to report their findings.

The colonies have been overcome by a strange illness after discovering a strange pig-like human near the water pumps in Aqua. Your team has been assigned to take the van you helped build, men and supplies eastward to find the facility and hopefully discover a cure.

Survive, Protect Rebuild.

214 Preeminent Paradox: Prison Break

Saturday 9 AM in 508 for 8 hours
Room Map
GM: Ryan Walton
Type: RPG
System: Doctor Who Adventures in Tine & Space
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Last time the Doctors discovered what caused the paradox. But what of their companions? A mixed Companion group discover themselves surrounded by the Doctors' enemies! Can they survive?

264 Battle off Ceylon

Saturday 9 AM on Salon FG Table 4 for 8 hours
Room Map
GM: Les Kawamoto & Harold Andrews
Type: Historical Miniatures
System: Home Grown 1/1200 Naval Miniatures
Edition: 1st
Players: 8
Provided: All miniatures provided by GM
Power Level: entry level
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

With the surrender of the Italian Navy to the British in September of 1943, the British decided to augment their dwindling and stretched out navy with the surrendered ships of the Italian Navy. After the successful raids of the IJN Air Fleet in the Indian Ocean, the Japanese decided to insure that the naval bases in Ceylon are further decimated. In an unprecedented move, battleships Yamato and Musashi, with escorts, are sent to insure the destruction of those naval bases. The British, in response, utilized the surrendered Littorio, Vittorio Veneto and cruisers to stop the Japanese advance. Can the best of the Italian battleships deal with the might of the Japanese battleships? Game will be run in small scenarios, stating with battleships versus battleships, then expanding to including escorting units, time permitting.

281 Thunderin' Guns

Saturday 9 AM on Hall Table 7 for 4 hours
Room Map
GM: Feilpe Morales
Type: Other
System: ThunderinÕ Guns (Supersized)
Players: 6
Provided: All materials provided by GM
Variations: larger map with minis/minor rules additions
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Take the roles of outlaws, lawmen, or gunfighters; round up a gang or posse and then either rob, apprehend outlaws, or challenge each other to gunfights, based on your profession.

215 The Breakfast Cult

Saturday 10 AM in 164 for 6 hours
Room Map
GM: Mike Bogan
Type: RPG
System: FATE
Edition: Accelerated
Players: 6
Provided: All characters provided by GM
Power Level: Good (+3)
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Part comedy, part drama, part horror. Isn't that what high school is all about? Welcome to Occultar Academy, where gifted students come to learn all about occult sciences.

In the Weird Age of the late 21st century, the newly-discovered occult sciences are changing the world. If you want to learn them, Occultar Academy is the place to go. In this secluded island school, talented students from all over the world can learn sorcery and occultech under the Foundation's watchful eye. But they won't tell you everything.

Occult science is great, but there are risks. Behind the scenes, in the Foundation labs beneath the school, they're researching the dangerous secrets of outer science. The Forbidden Sections beneath the library hide secrets once lost to history, from forgotten occultech to the existence of the Ancient Ones. If the wrong person finds them, it could mean the end of the world.

Breakfast Cult is a Fate Accelerated game about mystery, cosmic horror, and high school drama. Play students at the world's best occult school as they solve mysteries, uncover the terrible secrets of the Ancient Ones, and try to find which of their classmates is conspiring against them before it's too late!

216 Fiacho's Dinner Party

Saturday 10 AM in 165 for 8 hours
Room Map
GM: Ryan Kent
Type: RPG
System: Hero 6th Edition (Champions)
Edition: 6th
Players: 6
Provided: Characters may be provided by GM
Power Level: 80 AP Cap Attacks, Std Superheroic Caps
Rules Knowledge: Expected
Game Content: Mature Themes

Fiacho is playing upon fascist, xenophobic, anti-immigrant tendencies in Hungary. He has allied with Gabor Vona, the leader of the right wing, opposition Jobbik Party. The Hungarian parliament has scheduled a vote to grant Fiacho citizenship and make him Prime Minister. UNTIL has concerns that Mentalla is influencing the Hungarian parliament and will influence the vote. Fiacho is having a dinner party for influential Hungarians. Mentalla will probably be there. The party has secured invitations, but they will have to go undercover to try and find out what is going on and put a stop to Fiacho's power grab.

217 The Order Has Come to Join the Warden Commander at Ostagar

Saturday 10 AM in 166 for 8 hours
Room Map
GM: Lisa A. Disterheft-Eichler
Type: RPG
System: Dragon Age RPG
Edition: Green Ronin
Players: 6
Provided: All characters provided by GM
Power Level: Intermediate
Variations: Set 2-3/Core Book
Rules Knowledge: Useful
Game Content: Mainstream

Green Ronin's tabletop Dragon Age RPG is licensed from Bioware's dark fantasy Dragon Age series known for grey choices and moral dilemmas with roleplaying and character taking central focus. The original tabletop RPG was inspired by (and still largely focused on) Dragon Age: Origins - the first of the three Dragon Age Bioware electronic games. This particular run begins in 9:30, a month before the ill-fated events at Ostagar and about the same time as the origin stories for the Hero of Ferelden. If you have played Dragon Age: Origins you will be particularly familiar with the run's setting.
Player characters and figures will be supplied - six players will have a variety of intermediate level characters to select from. Choices will include Grey Wardens, Warden recruits and a few characters will be present for other reasons.
Having exposure to the Green Ronin Dragon Age/AGE system is great, but not required (it is not a very difficult system if you have played other tabletop RPGs you should be fine). Familiarity with the Dragon Age world of Thedas is HIGHLY recommended (if you knew something about the game's brief description, you know what you need to be comfortable). Thedas is a very deep and rich world and there will not be opportunity to give much background during the limited game time. Having no background in Bioware's world won't mean you can't have fun, but many of the standard tropes about fantasy races and religions are non-traditional, (Elves are a lithe, pointy-eared people who excel at poverty) and you may find it a struggle to keep up with the roleplaying experience.
If you are not familiar with either the world or the system I highly recommend downloading the free 'Getting Started' with Dragon Age from Green Ronin. There is about 12 pages there for players (but you may read the whole 36-page book if you wish).
Website: freeronin.com/dragon_age_rpg/DragonAgeRPGQuickstartGuide.pdf

218 Pulp 1899

Saturday 10 AM in 168 for 6 hours
Room Map
GM: Joseph Parzanese
Type: RPG
System: Pulp Adventure
Players: 6
Provided: All characters provided by GM
Variations: Victorian Pulp
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The British Museum is unveiling artifacts recovered in Brazil. Artifacts that defy any scientific comprehension. What is the meaning of these artifacts and why are people trying to steal them? The answers will surprise our intrepid group of adventurers and take them to places they never thought possible!

219 Gotham Needs Heroes

Saturday 10 AM in 170 for 6 hours
Room Map
GM: Chris Rutkowsky
Type: RPG
System: BASH!
Edition: Ultimate
Players: 6
Provided: Characters may be provided by GM
Power Level: 30 pts
Variations: Bring or Create 30 Point BASH! UE Characters at table
Rules Knowledge: Useful
Game Content: Mainstream

Batman disappeared fighting the Joker. Now new heroes have come to protect Gotham. But so has a new threat. Will they be able to save the city?

In this scenario, players will be able to create or bring in their own Street-Level superheroes of up to 30 Character Points each. We will do character generation as a group, with each Heroes' background adding its own elements to the story, making this game totally unique.

The GM can also provide characters for people who'd prefer it.
Website: www.bashrpg.com

231 Thunder Alley

Saturday 10 AM in 334 for 3 hours
Room Map
GM: Patrick Riley
Type: Card
System: Thunder Alley
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Card-driven stock car racing with drafting, team work, accidents, yellow flags, pit strategy, working to lead laps, and sprints to the finish. Control a team of cars; highest-scoring team wins.

232 Hungry, Hungry Hipsters

Saturday 10 AM in 334 for 2 hours
Room Map
GM: Magda Heilborn
Type: Card
System: Hungry, Hungry Hipsters
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Hungry Hungry Hipsters! The game of eating the most pretentious food! Be careful though, the other hipsters will accuse you of being a poser and eating food that is too mainstream. Show them up proper by eating that mainstream food ironically, that will put a fedora in their yapper!

Hungry Hungry Hipsters is a card game that is easy to play. Players take turns placing food items and then attach modifiers to their own and each other's food. Positive modifiers make the food more pretentious, and you a better hipster. Negative modifiers make the food too mainstream, and you into a bad hipster. Special cards show up in the deck to complicate your life. A fun and short game for those who like quick laughs and easy rules.

233 Groo!

Saturday 10 AM on Salon 1 Table 3 for 4 hours
Room Map
GM: Arthur Stone Wallis
Type: Card
System: Groo: The Game
Edition: Expanded
Players: 12
Provided: All materials provided by GM
Variations: Miniatures
Rules Knowledge: Beginners Welcome
Game Content: Family

Groo Groo Groo! Come play Groo! Build a city and make great plans only to see them laid to waste when Groo the Wanderer comes to town! Cheese Dip! Winners get free GROOS!

242 Crazy Catan!

Saturday 10 AM on Salon 1 Table 8 for 3 hours
Room Map
GM: Aaron M. Malek
Type: Board
System: Settlers of Catan
Edition: Mayfair 3rd
Players: 6
Provided: All materials provided by GM
Variations: Many, many home-brew var
Rules Knowledge: Useful
Game Content: Mainstream

Voting in the Council of Catan! The Squirrel, the Boar, and the Big, Bad Wolf! Dark Times! Volcano! A mix of home-brew variations, rolled out during play! Refereed play, played on custom-made 3-D terrain.

243 Formula D: Star Wars Podracer

Saturday 10 AM on Salon 1 Table 14 for 3 hours
Room Map
GM: Andrew Aberle
Type: Board
System: Formula D
Players: 10
Provided: All materials provided by GM
Variations: Homebrew mods
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Welcome to this year's Boonta Eve Classic! Keep control of your podracer as you wind through the treacherous turns and sudden obstacles of Mos Espa Arena. Now THIS is podracing!

244 Rio Grande mishmash

Saturday 10 AM on Salon 1 Table 16 for 4 hours
Room Map
GM: Ian Lee
Type: Board
System: Rio Grande board games
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Bringing lesser known Rio Grande games to the table. Assyria, Priests of Ra, Cardcassonne, and more. A sampler of whichever people want to play or want to learn.

Two different games can be run at the same time with enough players.

265 Ralnai Slave Raid

Saturday 10 AM on Salon GH Table 1 & 2 for 6 hours
Room Map
GM: Bill Kurtz
Type: Sci-Fi Miniatures
System: Starguard
Edition: V7
Players: 6
Provided: All miniatures provided by GM
Power Level: Intermediate
Rules Knowledge: Useful
Game Content: Mainstream

Slaves for the empire, slaves for the clan. Capture as many as you can, avoid killing, if you can. The reptilian Ralnai thrive on enslaved races. Capture them, but be ready for armed resistance. Heavy re-enforcements are at your call.
Website: tin-soldier.com/sgdp.html

266 WWII Dogfights

Saturday 10 AM on Salon GH Table 3 & 4 for 8 hours
Room Map
GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's the Limit
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Take to the sky in the WW II air combat game that hits the sweet spot between realism & playability. We'll play two different historical scenarios in 1/144 scale. Rules taught, new players welcome.

267 Escape from Atlanta

Saturday 10 AM on Salon FG Table 2 for 6 hours
Room Map
GM: David Jones
Type: Mixed-Genre Miniatures
System: The Walking Dead All Out War
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Trapped inside Atlanta after the army pulled out during the Great Collapse, it's up to you to lead your group of survivors. Scavenge for supplies amongst the ruins that can help you live and survive. Try your best to get your group to safety but beware, in the world now ruled the walking dead it's the living that one should truly fear!
Website: www.manticgames.com/games/the-walking-dead.html

268 Guardian's Last Stand

Saturday 10 AM on Hall Table 3 for 8 hours
Room Map
GM: Michael Price
Type: Sci-Fi Miniatures
System: Star Wars Armada
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

The Empire's SUPERSTAR DESTROYER Guardian and it's escorts are trying to avoid being captured by the Rebel Alliance.

Your mission if you're playing the Empire is to try and escape capture and leave the field with most of your force(if possible)but the Rebels have in their force an Interdictor which prevents you from jumping to hyperspace.

So in order to escape you must destroy the Interdictor and if that fails then you must destroy/disable most of the Rebel Fleet.

Your mission (as the Rebel Alliance) is to attempt to capture the SuperStar Destroyer Guardian intact or if that fails then you must destroy the ship and the rest of the Imperial Fleet.

The choice is yours.

271 The Lost Colony

Saturday 10 AM in 570 for 6 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: GM Fiat
Players: 12
LARP Experience: Useful
Game Content: Mainstream
Genre: Colonial Fantasy
Costume Suggestions: Mixture of Native American, and Early American Colonists

The colonists and natives never saw eye to eye.
When the supernatural interferes, will they band together to survive in the new world in which they find themselves or perish?
Website: /www.facebook.com/Team-Woodbury-791623927630499/

272 The End of the World?

Saturday 10 AM in Salon A for 6 hours
Room Map
GM: Elizabeth Clayton
Type: LARP
System: L.A.R.P.S. System
Players: 20
Variations: Some GM Fiat
LARP Experience: Useful
Game Content: Mainstream
Genre: Death Gate Cycle
Costume Suggestions: Ren Faire garb

Two groups of Gods and mortals meet for the last time to determine who will rule the world. Will the enemies compromise or will they sacrifice millions?

273 Cupid's Court - A Wolf and Unicorn Production

Saturday 10 AM in Salon B for 7 hours
Room Map
GM Troupe: Wolf and Unicorn Productions
Type: LARP
System: GM Fiat
Players: 20
Variations: Modified rules
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Medieval Court
Costume Suggestions: Medieval Ball Attire

Cupid's Court - the gala ball where nobility mingle, conduct business, and marry off the next generation. This year brings new excitement, with rumors of an announcement that will impact everyone.

245 Beginner's Diplomacy

Saturday 11 AM on Salon 1 Table 18 for 6 hours
Room Map
GM: Zachary 'Gareth' Morgan
Type: Board
System: Diplomacy
Edition: Avalon Hill
Players: 7
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Classic game of intrigue, trust and betrayal. Your success hinges not on dice, but on your cunning and cleverness. Military forces invade, borders shift with subtle maneuvers and daring gambits. Form alliances and unhatch your traitorous plots as you negotiate and outwit a delicate balance of cooperation and competition to gain dominance of the continent!

In Diplomacy, your success hinges not on the luck of the dice, but your cunning and cleverness.

Diplomacy takes place in pre World War 1 Europe starting in 1901.

269 Car Wars Classic

Saturday 11 AM in Pacific for 4 hours
Room Map
GM: Andrew Walters
Type: Sci-Fi Miniatures
System: Car Wars Classic
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

It's Friday night at the arena! Choose a car design, then it's pedal to the metal, mines dropping, guns firing, last driver moving wins (if you're right side up).