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Event Search Results

43 events found
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300 The Last Spire

Saturday Noon in 143 for 4 hours
Room Map
GM: Tom Vallejos
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 200-275 pts; -100 pts disadds/quirks
Variations: GURPS Prime Directive w/some changes
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You are part of the bridge crew and senior staff of the U.S.S. Exeter, NCC-1706. Yes, that Exeter. Fresh from three years of decontamination, cleaning, and the removal the remains of the previous crew and their personal items, the ship has been recommissioned. The shakedown cruise is complete.

The new Adventure Begins!
Set in the Star Fleet Universe which is based on Star Trek: The Original Series.
Prizes are from Steve Jackson Games!
Website: www.starfleetgames.com/aboutsfu.shtml

301 It Came Out of the Sky at the Drive In

Saturday Noon in 149 for 6 hours
Room Map
GM: Michael Siverling
Type: RPG
System: DARE
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In 1963, six typical American teenagers went out for a night of fun. Then the strange events began to happen. Events that would shake the world.

302 The Quick and the Undead

Saturday Noon in 334 for 4 hours
Room Map
GM: Paige Lowe
Type: RPG
System: 13th Age
Edition: 1st
Players: 6
Provided: All characters provided by GM
Variations: No icons, homebrew setting
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The town of Snakebite has a problem:The dead are rising and undertakers keep winding up dead. As the new morticians, it's your job to find out what's going on and stop it so everyone can rest in peace.

The game will have a mix of investigation and action with a focus on character and plot. All players are welcome.

331 Munchkin Mania!

Saturday Noon in 334 for 3 hours
Room Map
GM: Victor Walters
Type: Card
System: Munchkin
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Kill the monsters, loot their stuff, and stab your buddy in the back! Prepare for wild adventures, and no two games are alike!

332 Nuclear War Card Game Tournament

Saturday Noon on Salon 1 Table 6 for 3 hours
Room Map
GM: Rick Loomis
Type: Card
System: Nuclear War
Players: 60
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Come blow up the world with me. Nuclear War is a classic card game that has been in print since 1965. There is a good reason it has been around this long- it's great fun. I'll be happy to teach you the rules at the start - it's very easy. And I'll give away prizes. Multiple rounds, everyone plays all rounds.
Website: www.flyingbuffalo.com/nucwar.htm

340 Century Spice Road

Saturday Noon on Salon 1 Table 11 for 3 hours
Room Map
GM: Shantih Moriarty
Type: Board
System: Century Spice Road
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

In Century: Spice Road, players are caravan leaders who travel the famed silk road to deliver spices to the far reaches of the continent for fame and glory. Reminiscent of Splendor.
Each turn, players perform one of four actions:

Establish a trade route (by taking a market card)
Make a trade or harvest spices (by playing a card from hand)
Fulfill a demand (by meeting a victory point card's requirements and claiming it)
Rest (by taking back into your hand all of the cards you've played)
The last round is triggered once a player has claimed their fifth victory point card, then whoever has the most victory points wins.

341 Pod Racer Formula D

Saturday Noon on Salon 1 Table 13 for 3 hours
Room Map
GM: Andrew Aberle
Type: Board
System: Formula D
Players: 10
Provided: All materials provided by GM
Variations: Homebrew modifications
Rules Knowledge: Useful
Game Content: Mainstream

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

Formula D is a high stakes racing game with the simple objective of finishing the race first. We will be using slightly modified rules for an 'enlarged' version of the advanced Formula D rules.

342 Dead of Winter Warring Colonies

Saturday Noon on Salon 1 Table 14-15 for 6 hours
Room Map
GM: Steven Irvine
Type: Board
System: Dead of Winter
Players: 11
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Two colonies of survivors fight against winter, each other, and, oh yea, the dead. Help your colony to victory any way you can, before the zombies eat you. If there is an odd number of players one of you will be on their own as the Lone Wolf. Which colony will survive?

343 Sons of Anarchy: Men of Mayhem

Saturday Noon on Salon 1 Table 23 for 4 hours
Room Map
GM: Bradford Leaser
Type: Board
System: Sons of Anarchy: Men of Mayhem
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Based on the hit TV series, in Sons of Anarchy: Men of Mayhem players take the role of rival gangs out to control territory, accumulate contraband, and reap the monetary rewards of illegal enterprise.

361 World War II Dogfights

Saturday Noon on Salon GH Table 7-8 & Salon FG 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 this realistic yet easy to learn tactical-level aerial combat game. We will play two historical dogfight scenarios, featuring classic fighter vs. fighter duels in 1/144 scale. Fly a two-plane element, take advantage of your fighter's unique characteristics, employ sound tactics, and (with some luck) shoot down the enemy. So strap in, give 'er full throttle, and happy hunting!

344 Terraforming Mars

Saturday 1 PM on Salon 1 Table 5 for 4 hours
Room Map
GM: Nathan Hirth
Type: Board
System: Terraforming Mars
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In Terraforming Mars, you play a corporation overseeing the process of terraforming the planet Mars to make it habitable. But, competition is fierce, and victory is determined not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system.

345 Star Wars: Rebellion

Saturday 1 PM on Salon 1 Table 24 for 3 hours
Room Map
GM: Mike Ptak
Type: Board
System: Star Wars: Rebellion
Players: 3
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

FFG's Rebellion is the Galactic Civil War in a box. No better game captures the epic feeling of Star Wars than Rebellion!

346 Chinatown

Saturday 1 PM on Salon 1 Table 28 for 3 hours
Room Map
GM: Magda Heilborn
Type: Board
System: Chinatown
Players: 4
Provided: All materials provided by GM
Variations: Main
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

1960s New York! You are a Chinese immigrant trying to build your business empire! Wheel and deal with the other players to get the best combinations and make the most money, trading is the only way to do well in Chinatown.

303 The Enemy Below

Saturday 2 PM in 145 for 8 hours
Room Map
GM: William Lee & Gil Trevizo
Type: RPG
System: Delta Green
Players: 12
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It is 1982. The Cold War nuclear arms race has reached its final phase. Less than 24 hours ago, NATO intelligence indicates that an advanced Typhoon-class Soviet ballistic missile submarine has become dead in the water. What's more, the intelligence suggests there was fighting and mutiny on board the Soviet submarine. Strangest of all, near the dead Soviet submarine, there appears to be the wreck of another nuclear vessel - one of unknown origin.

Presented with the unique opportunity of examining Soviet technology up close, US and British intelligence agencies are sending your team to go beneath the ocean, where you will face the enemy below.

This Call of Cthulhu game uses the new Delta Green RPG rules to set Lovecraftian cosmic horror during Cold War techno-thriller espionage. The game splits the twelve players into two six-player parties playing in adjacent rooms (connected by an interior passage), communicating between rooms with walkie talkies, and players moving around as the story develops. Knowledge of the rules or the setting is unnecessary, and beginners are very welcome.

304 The Ruins of Stone Hill - Caladon Falls

Saturday 2 PM in 151 for 4 hours
Room Map
GM: Sarah Lyon
Type: RPG
System: Savage Worlds
Edition: Deluxe
Players: 8
Provided: All characters provided by GM
Power Level: novice
Variations: Suzerain
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Adventurers from Milltown village get an offer from a Trader to explore nearby ruins for relics, but what things may lurk in the dark after thousands of years of isolation?

The adventurers from the village of Milltown get an offer from a Trader to explore nearby ruins for relics, but what things may lurk in the dark after thousands of years of isolation? The Ruins of Stone Hill is a One Sheet for Savage Suzerain; a short adventure to give you a feel for the fantasy Realm of Relic where we set our Caladon Falls book. This adventure is being run by one of the setting's authors!
Website: /savagemojo.com/store/index.cfm?catID=18

305 Deadlands (Hell on Earth)

Saturday 2 PM in 152 for 6 hours
Room Map
GM: John Sampson
Type: RPG
System: Deadlands
Edition: Classic
Players: 5
Provided: Characters may be provided by GM
Power Level: beginner
Rules Knowledge: Beginners Welcome
Game Content: Family

Hell on Earth explores a possible future to Deadlands. The world has been turned into a post-apocalyptic wasteland and the Reckoners walk upon it in the flesh. Desperate Gunfighters prowl the irradiated High Plains alongside Doomsayers, Ravenites, and Toxic Shamans.

But all is not lost. Now that the Reckoners have taken mortal form, some whisper they might be destroyed permanently.

306 Upon Her Silvered Face

Saturday 2 PM in 154 for 6 hours
Room Map
GM: Andy Hull
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: All characters provided by GM
Power Level: 3rd
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Orlan Benuri vacillated between white-hot fury and stomach-twisting panic as he paced the mosaic patterned floor of his private study. It was done, he had sent you, the best that he could find, to retrieve his eldest son at any cost.

Torin was supposed to be marrying the MayorÕs daughter at the next new moon. Instead he had run off with the wandering followers of Mahannan on their pilgrimage to whatever filthy rocks they called holy. That blasted red-headed girl was the start of all this, filling the poor boyÕs head with nonsense stories of haunted realms beneath the sea.

Orlan gulped wine from a gem encrusted goblet, trying to sink the the sound of TorinÕs terrified screams deep beneath his own troubles. His mind reeled away from the twisted visions the boy had finally confided between wracking sobs. Everything but the inescapable opal eyes beneath the mirror calm sea, an ancient watcher, a colossus of evil in waiting, ready to devour the world... slapping the boy had been a grave mistake. The wine was bitter in his mouth.

A fantasy-horror adventure for six players set on the mist-cloaked Black Coast of ®nnim, a realm contended by the angry gods of a proud land and the steel-gray drowning sea.

307 GMLESS: It's a Wrap! Noir!

Saturday 2 PM in 164 for 4 hours
Room Map
GM: Christopher Allen
Type: RPG
System: It's a Wrap!
Edition: Noir!
Players: 4
Provided: Characters created for game
Variations: 40's Noir Themed
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's a Wrap! is a GM-less collaborative RPG of cinematic storytelling. If you've enjoyed the movies, now you can be in them, creating a story one scene at a time! 40's Noir Themed.

308 Ravenloft Castle

Saturday 2 PM in 165 for 10 hours
Room Map
GM: Trevor Sherman
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 1st
Players: 8
Provided: All characters provided by GM
Power Level: 5th-7th
Variations: OSRIC for smoothing
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Come experience the original Castle Ravenloft and the original Strahd. Just bring yourself, everything is provided, including 8 optimized characters to choose from, dice and minis. The 3D castle map has been translated to 2D and scale modernized to one inch equals five feet, mini-friendly tiles. The catacombs is a 24 square foot map! DM'ed by Trevor Sherman organizer of The Mighty Meeples of Tracy, CA
Website: /www.facebook.com/themightymeeples95376/

309 The Bones of Saint Tarcisius

Saturday 2 PM in 338 for 6 hours
Room Map
GM: Jason Frankenfield
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: Medieval mundanes
Variations: A few combat tweaks
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Written in the Year of Our Lord 1079: The Abbot of Hagenau Monastery notes that no word of the village of Walscheid has reached his ears since the plague outbreak of 1073. His heart is full of concern for the souls there, the chapel priest, and for the safekeeping of the relics of Saint Tarcisius. He hereby requests the escort of two monks there to observe, if it is the Will of the Lord, the good order of the parish.

310 No Thank You Evil--Take 1

Saturday 2 PM in 376 for 4 hours
Room Map
GM: Melanie Stark
Type: RPG
System: No Thank You Evil
Edition: 1st
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

No Thank You Evil is a great game for the whole family. The rules are simple enough for kids, but the adventures are rich enough that even experienced gamers will have a great time. If you are new to RPGs, this is a great place to start! The two scheduled games have different storylines, so playing in both is okay.

347 Beginners Diplomacy

Saturday 2 PM on Salon 1 Table 1 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

In the game, players represent one of the seven 'Great Powers of Europe' in 1901 prior to the start of World War I. There are only two kinds of military units: Armies and Fleets/Navies. On any given turn, each of your military units has limited options: they can move into an adjoining unoccupied territory, support an allied unit in an attack or defense of an adjoining occupied territory, or hold their position. There are no dice rolls or other elements of chance, all actions are determined by numerical strength. With its incredibly simplistic movement mechanics fused to a significant negotiation element, this system is highly respected by many gamers.
Website: /boardgamegeek.com/boardgame/483/diplomacy

348 Plans Within Plans Within Plans

Saturday 2 PM on Salon 1 Table 2 for 3 hours
Room Map
GM: Joy Cohn
Type: Board
System: Dune: The Dice Game
Edition: 2nd
Players: 8
Provided: All materials provided by GM
Variations: If less than 5 players, only solo wins. No Alliance wins. Promises made, promises kept.
Rules Knowledge: Useful
Game Content: Mainstream

Dune: The Dice Game is a dice-driven game by Heiko Gunther, set in the Dune Universe created by Frank Herbert. The players represent various Factions vying for control of Arrakis, the desert planet. Each of the 8 playable Factions has a small set of thematic special abilities that allow them to break certain rules in the game.

Each turn, you will need to politicize, ally and employ the means of Kanly wisely, recruit new Troops, ship them to the surface, and attack in just the right spot. Fate, in the form of the dice, can be controlled to a certain degree but still might thwart your plans; Sandstorms and the mighty Shai-Hulud plague the surface of Arrakis; A charismatic leader might tip the balance in a forlorn combat in your favour.

The game ends when one Faction or Alliance is in control of a minimum number of strategic regions at the end of their turn, or after 6 whole rounds.

Knowledge of the game is not required, though having read Dune prior to the game is required for context.
Website: /boardgamegeek.com/boardgame/173486/dune-dice-game

349 Battlestar Galactica for Nuggets

Saturday 3 PM on Salon 1 Table 3 for 6 hours
Room Map
GM: Gregory Wong
Type: Board
System: Battlestar Galactica
Edition: Core
Players: 5
Provided: All materials provided by GM
Variations: No Sympathizer Varient
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This event is geared toward players who are new to Battlestar Galactica. We'll be playing the core game with the Investigative Committee from the Pegasus expansion.

350 The Whole Gorram 'Verse

Saturday 3 PM on Salon 1 Table 4 for 6 hours
Room Map
GM: Jane Barrow
Type: Board
System: Firefly
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Fly around the 'Verse, hire a crew, work a job, and aim to misbehave. Try not to get hit by Reavers! Firefly the game with all the expansions!

351 Dream a Little Dream with Me

Saturday 3 PM on Salon 1 Table 21-22 for 6 hours
Room Map
GM: William Rawls
Type: Board
System: Eldritch Horror
Edition: 1st
Players: 5
Provided: Materials may be provided by GM
Variations: More than one board
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

Stars fading but I linger on dear,
Still craving your kiss,
Longing to linger till death rents,
Just saying thus:

Sweet dreams till cultists find you,
Sweet dreams that leave all worries far behind you,
And in our dreams,
Whatever they be,
Dream a little dream with me

363 Milk Run to Boonville

Saturday 3 PM on Hall Table 7 for 8 hours
Room Map
GM: Andreas Metzger
Type: Sci-Fi Miniatures
System: Car Wars Classic
Edition: Deluxe
Players: 8
Provided: Miniatures may be provided by GM
Power Level: $130K total for group, $20-25k max per car
Rules Knowledge: Useful
Game Content: Mainstream

Word is that a nasty new strain of the gene modified Flu Bug from the time of the Troubles has popped up in isolated communities. Boonville has managed to keep their walled community intact, but now desperately needs medical supplies as the flu rampages through the town. The Brotherhood of Truckers wants both arms and a leg to deliver to this middle of nowhere community, so the citizens of Boonville have turned to your organization to deliver the much needed vaccine. You have 2 days to get the antibiotics the 350 miles to town from the medical supply center. At least the Whiskey Foxtrot Truck Stop is conveniently located half way there, and has made a deal with you to charge your vehicles in exchange for a couple of crates of electronics. What could possibly go wrong?

311 The Keep on the Borderlands 3.5

Saturday 4 PM in 143 for 6 hours
Room Map
GM: Daniel Woolery
Type: RPG
System: Dungeons & Dragons 3.5
Players: 6
Provided: All characters provided by GM
Power Level: 3rd
Variations: optional & house rules
Rules Knowledge: Useful
Game Content: Mainstream

The Keep on the Borderlands was the introduction to Dungeons and Dragons for many in the 70s and 80s. Designed by the great Gary Gygax for basic D&D. Now play it in the 3.5 rule system.

We will not be using Miniatures or Battle-maps, combat will be fast paced and visceral like Role Playing should be. Every character provided by the DM has a mission at the keep to augment role playing opportunities.

Search out the Caves of Chaos. A monster infested cave system designed by the legendary Gary Gygax. Fight monsters and gain levels. We should go through level 4 or even 5 by the end of our time playing.

313 The City of Brass

Saturday 4 PM in 161 for 8 hours
Room Map
GM: Robert Anderson
Type: RPG
System: Pathfinder
Players: 5
Provided: Characters may be provided by GM
Power Level: 13th + 7 Mythic
Rules Knowledge: Useful
Game Content: Mainstream

Story Players Need to Know:
The fabled City of Brass is the Capital and last stronghold against the Demonic Hordes of 'The Ancient Ones'. The City is run by Fire Genies known as Efreeti and along with both Fire and Magma Elementals have been able to maintain some control. The battle for the plane has raged for some-time the Goddess of Fire and some of the Efreeti noble houses still maintain the central Palace, the Pillar of Fire, and most of the Noble District. Adventurers have been summoned to the City in order to follow through with one of the three plans to victory.

1) Marriage of Fire Goddess Ymeri to Cambion Lord 'Sendious': Capitulation to the Abyssal Forces has always a plan of the Evil Genies who wish to stop losing power and wealth. In order to negotiate the alliance, marriage, and surrender of the city the adventurers will have to keep the peace.

2) Push the Enemy out of the City: Adventure into the conquered city and liberate the city from the forces of the Abyss. Of course it is always nice to have a planar city to back you when you go into the depths of the city of Brass.

3) Destroy the Abyssal Wound in the Fire Mountains: Travel across the plane to the heart of the Abyssal infection you must use either your powers or the Mythic Plane itself to close the wound. Besides surviving the flood-plane of the Abyssal forces you must find a way to close the 'Rift'.

314 Greyhawk Hero: Hateful Things

Saturday 4 PM in 162 for 8 hours
Room Map
GM: Enedino Fernandez
Type: RPG
System: Hero 6th. ed. (Fantasy)
Players: 6
Provided: All characters provided by GM
Power Level: 450 pts
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Nearly a hundred years ago the Hateful Wars cleansed the Lortmil Mountains of Goblins, Orcs, and other evil humanoids. Now rumors of ghostly lights in the mountains around the former Hobgoblin city of Grot-Ugrat have prompted Thane Bolor Blackaxe to send messengers to the Ulek states seeking aid and offering great reward for those brave enough to win the day. Your party of adventurers have assembled at the dwarven fortress of Hoch Dunglorin to listen to his plan.

Return to the World of Greyhawk for a classic wilderness/dungeon crawl using the worldÕs most flexible and heroic game rules: the Hero System. All characters will be provided; I have ten characters to choose from, so there should be something for everyone.

New players are most welcome! I have been playing and running the Hero System for nearly thirty years now and love to share it with others.

(Note: if you played in this game at Kublacon 2017, you will be welcome to come and play the same character or pick a new one. I am starting this game at the dwarf hold so you wonÕt have to play through the same material.)
Website: /deejmeister.net/

315 Things They Don't Want You To Know

Saturday 4 PM in 163 for 6 hours
Room Map
GM: Kevin Glazner
Type: RPG
System: Delta Green
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

In the 1940s the U.S. Navy established a base on the Salton Sea in the Imperial Valley near the town of Salton Sea, California. At the end of the war the base was decommissioned and leased to the Sandia Corporation for use in missile testing until the late 1950s. Conspiracy theorists spread rumors that the company was conducting exotic energy tests and generating dangerous levels of x-ray radiation in the development of weapons for the military. Military operations at the base continued with reports of live fire training missions at the time of the first Gulf War. In recent years the base was turned over to the Bureau of Land Management who quarantined the area for endangered species preservation. Recently a Delta Green friendly Edward Porter (LA Times reporter) has been in contact with a former Sandia Corporation employee who wants to provide information on unusual activities at the base.

A Cell directs your team to conduct a debrief of the informant. Investigate the information provided. Resolve any areas of interest to Delta Green. Provide an after-action report to A Cell.

316 GMLESS: It's a Wrap! Noir!

Saturday 4 PM in 164 for 4 hours
Room Map
GM: Christopher Allen
Type: RPG
System: It's a Wrap!
Edition: Noir!
Players: 4
Provided: Characters created for game
Variations: 40's Noir Themed
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's a Wrap! is a GM-less collaborative RPG of cinematic storytelling. If you've enjoyed the movies, now you can be in them, creating a story one scene at a time! 40's Noir Themed.

317 Escape From Orkridge

Saturday 4 PM in 166 for 8 hours
Room Map
GM: Dennison A. Milenkaya
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Slaves of malicious orks must escape confinement. Will you succeed?

318 The Summer Leaf Tournament

Saturday 4 PM in 168 for 10 hours
Room Map
GM: Shannon McNamara
Type: RPG
System: King Arthur Pendragon
Edition: 5.1
Players: 6
Provided: All characters provided by GM
Power Level: Mortal knights & ladies & squires
Variations: minor
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Pendragon is a blend of Arthurian Literature and 6th century Brittanic History with some updates to suit a 21st century audience (i.e. female knights). Possible focuses (or multiple focuses) are dependent on the dynamics of the group but can include: investigation, tournament extravaganzas, romance, exploration and good old fashioned combat for a good cause.

Personality traits and passions (for those who have played the game) will be used. Each PC will be in love with another PC at the table (character portraits supplied).

The Summer Leaf Tournament draws thousands upon thousands of people to Camelot where Lady Guenevur awards a bowl of summer leaves, said to be blessed by the Fae, to a number of fortunate victors. But the tourney is about so much more than the actual tournament and certain dark secrets may very well be revealed or kept at the expense of others' lives.

An ailing Lord Humphrey, emotionally connected to each of your characters, begs for your assistance on a personal matter and unknown to all of your characters Camelot may never be the same again.

SPECIAL NOTE: the intention of this game is to make it somewhat introductory for new players but still fun for veterans. Additionally, it's likely the group will split up in which case other players can listen, take a break or do something else. It is estimated at 7 hours with an additional hour as either a buffer or time for a long meal break.

For those interested you can check the url for a shorter version of the game at Minicon.
Website: storytellersjem.blogspot.com/2011/05/april-minicon-2011-minicon-was-great.html

319 The Oriflamme

Saturday 4 PM in 334 for 8 hours
Room Map
GM: Roderick Robertson
Type: RPG
System: Pendragon
Players: 6
Provided: All characters provided by GM
Power Level: Squires
Variations: Paladin (Charlemagne)
Rules Knowledge: Useful
Game Content: Mainstream

Knighthood, the dream of every squire. What you have been working towards for the last six years or more. And what better place to be knighted than the Abbey Church of St. Denis, the repository of the holy Oriflamme, by none other than King Charlemagne himself?

320 Goblin Mania

Saturday 4 PM in 374 for 4 hours
Room Map
GM: Bob Weidman
Type: RPG
System: Dungeons & Dragons 5.0
Edition: Basic Rules Set
Players: 5
Provided: All characters provided by GM
Power Level: 3rd
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Goblins have been a menace to the markets of Verbobonc they attack from the sewers under the leadership of the 'Rat-King' Heroes are needed, is that you?

321 Mouse Hunting in Lando

Saturday 4 PM in 378 for 8 hours
Room Map
GM: Jason Unck
Type: RPG
System: Mutant: Year Zero
Edition: Hardcover, 2nd printing
Players: 6
Provided: Characters created for game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Mutant: Year Zero goes back to the origins of the Mutant franchise: role-playing after the Apocalypse. In this game, you play as one of The People Š heavily mutated humans living in The Ark, a small and isolated settlement in a sea of chaos. The outside world is unknown to you, and so is your origin.

Mutant: Year Zero has two major game environments, each with its own style of play:

The Ark, your home in the dawnworld. A nest of intrigue and Lord of the Flies-style power struggles, itÕs far from a safe haven. But itÕs the only home you know, and just maybe the cradle of a new civilization. The game rules let you improve and develop the Ark in the areas of Warfare, Food Supply, Technology, and Culture. It is up to you, the players, to decide which projects to embark on.

The Zone, wastelands outside the Ark. You will venture into the Zone in search of food, artifacts, other mutants, and knowledge Š not least about The PeopleÕs own origin. The game includes two maps of example Zones; London and New York and a plethora of tables and other tools to let the GM populate its sectors with mutants, deadly monsters and bizarre phenomena.

Where in the world the Zone and the Ark are located is up to you Š why not play in a post-apocalyptic version of your own home town? The modular approach of this game lets you place all of the campaign material wherever you like.
Website: frialigan.se/en/games/mutant-year-zero/

322 Superheroes Fight the Third Reich Part 2

Saturday 4 PM in 381 for 4 hours
Room Map
GM: Chris Rutkowsky
Type: RPG
System: BASH! Basic Action Super Heroes
Edition: Ultimate
Players: 6
Provided: Characters may be provided by GM
Power Level: 30 Char pts (Street Level Heros)
Variations: Awesome Powers supplements are allowed.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

1944. The world is at war with the Axis powers, and freedom itself is in jeopardy. As super-powered recruits, you are going on a vital mission to destroy a secret Nazi base high in the mountains. The fate of the world may depend upon it. This game is for 30 Point BASH! Ultimate Edition characters, setting appropriate for the 1940s can be provided, or you can bring your own.

An excellent free resource for making characters can be found at http://www.bashcreator.net

There are also some pregenerated heroes who can be provided.

This is Part 2 of the scenario presented in Part 1, where the Heroes will pick up where the Heroes in Part 1 left off. It is okay if Part 2 features different Heroes than Part 1.
Website: www.bashtalk.org

333 Edge of Darkness

Saturday 4 PM on Salon 1 Table 17 for 3 hours
Room Map
GM: CJ Lowe
Type: Card
System: Edge of Darkness
Edition: 1st
Players: 3
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Edge of Darkness is the third Card Crafting Game from Alderac Entertainment Group designed by John D. Clair. Edge of Darkness combines Card Crafting, Worker Placement, shared deck-building, and a whole new Threat Challenge system in a medium-weight euro-style boardgame of 60 to 120 minutes for 2 to 4 players.

Players are the heads of powerful guilds in the City. Each Guild vies with the others to become the leaders of the City in a desperate struggle against great evil. But the Guilds must also work together because the dangers facing the city can harm them all.

The Guilds exert their control in the city by sending agents to various locations where they can generate resources or abilities and enable the Guild to take actions. Guilds grow in power as they maneuver their agents and loyalists into positions of importance in the districts and organizations of the City. Over time the Guilds can seek to create synergies between the places their agents have been assigned and the tendrils of influence the Guilds have connected to the City's infrastructure.

To win a Guild must have the most power in the city when the game ends. Power is gained having the allegiance of important citizens and nobles, by accumulating wealth, and by undertaking actions beneficial to the City such as defending it from external and internal threats.

Here are some highlights of the mechanics in the game:

1. Card Crafting: Similar to the original card-crafting game, Mystic Vale, all cards are constructed of crafting slips which have game content on 1/3rd of the slip and are transparent on the other 2/3rds. During the game players will construct cards, combining (sleeving) different effects onto one card (ideally in ways that make strategic sense). However, unlike Mystic Vale, the transparent cards are double-sided, and when you upgrade the 'good' side of the cards (front), you also add strength to the 'bad' side of the cards (back).

2. Group deckbuilding using one shared deck: Rather than having your own deck, there is a central deck that all players draw from and discard to. Different players will have the allegiance of different cards in that deck. Using other players' cards means you have to pay them. During the game you can claim allegiance of more cards in the deck by sleeving a slip into the card with your color and seal.

3. Card-driven worker placement: While your actions are card-driven, most costs in the game are in the form of opportunity cost. Advancements don't have a cost, instead they require the use of workers to a greater or lesser degree depending on the power of the card. e.g. many effects require placing or pulling workers from different city locations as dictated by the card effects. Since you have a limited number of workers to use, you will constantly be choosing to forgo one useful thing in order to do another.

4. Threat Tower: There is a Threat Tower which dictates when and who Threats will attack. Cards leave the shared deck and enter the Threat Board, where they accumulate Threat Cubes on each player's turn. These cubes are color-coded, and when a threshold number of cubes of a given color accumulate on a card, it attacks the City. If the color matches one of the players, it attacks that player. If the color is black, it attacks all players!

5. Modular set up: Edge of Darkness will come with 20+ Locations. Each game you use only 10 of these Locations, which can be specifically selected or chosen randomly, making for a lot of variety from game-to-game in the types of challenges you will face and the strategies you will need to employ. These Locations are comprised of a Location Board and Crafting Slips. Location Boards may specify special rules for worker placement, or extend the basic rules with all new systems. For example, a combination of Location Boards can be used to assemble a party of heroes to take the fight to the Threat Tower and engage in a Monster Hunt!

352 OUTPOST

Saturday 4 PM on Salon 1 Table 10 for 6 hours
Room Map
GM: Chester Hendrix
Type: Board
System: OUTPOST
Edition: 25th Anniversary
Players: 9
Provided: All materials provided by GM
Variations: KickStarter Extras
Rules Knowledge: Expected
Game Content: Mainstream

If you have this game at home, you know why it's being run at a Con - getting 9 players together makes this one of the premier boardgames of all time, but when you can get a group to take up all the player slots is where OUTREACH shines. Sign up for this one quickly!

323 The Rod of Skhemet

Saturday 5 PM in 508 for 6 hours
Room Map
GM: Peter Christian
Type: RPG
System: Mythras
Edition: [RQ6]
Players: 8
Provided: All characters provided by GM
Power Level: beginning
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The rebel pharaoh Haronnophris needs magic weapons and power to drive the Greeks from his kingdom. You have been tasked with recovers the mace of the lion goddess, Sekhmet, from it s resting place in the valley of

324 Gobs o' Trouble!

Saturday 5 PM in 608 for 6 hours
Room Map
GM: Curtis Lyon
Type: RPG
System: Adventurers! (A Role Playing Game in Two Pages)
Players: 6
Provided: Characters created for game
Variations: Adventurers of Wor
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

When a chance encounter on the road turns out to have a more nefarious story behind it than first meets the eye, the Adventurers have Gobs o' Trouble!

Adventurers! is a simple, open-ended roleplaying system, and Realms of Wor is a classic old-school fantasy with a new feel. When you combine them, you've got Adventurers of Wor. And when the Adventurers encounter some refugees on the road who've been driven from their home by goblins, they find out they've got Gobs o' Trouble! This is an introductory adventure to both Adventurers of Wor and the world of Wor. This game is being run by the author of Adventurers of Wor and Gobs o' Trouble.
Website: www.rpgnow.com/product/225561/Adventurers-of-Wor?src=hottest_filtered&coverSizeTestPhase2=tru

353 Twilight Imperium Fourth Edition

Saturday 5 PM on Salon 1 Table 8 for 8 hours
Room Map
GM: Barry Figgins
Type: Board
System: Twilight Imperium
Edition: 4th
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Twilight Wars have ended, and the ancient Lazax throne sits empty. Can you prove the worth of your great race, and become the new galactic Emperor?

Twilight Imperium is a grand strategy game of galactic politics, warfare, trade and technology. Despite its scope, it features a clean and elegant game design that's only slightly more involved than your average game.

Twilight Imperium is famously lengthy, but the new fourth edition flows really well. I'm optimistic we'll be done in six hours.