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Event Search Results

50 events found
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601 The Odyssey of Flight 23

Game Cancelled

602 5th Edition Pulp: Army of Madmen

Sunday Noon in 147 for 4 hours
Room Map
GM: Doc Cross
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: All characters provided by GM
Power Level: 5th
Variations: adapted for pulp adventuring
Rules Knowledge: Useful
Game Content: Mainstream

An army of madmen is wrecking havoc in Southern California, stealing and destroying valuable military gear. You are agents of Doc Tempest and your mission is to stop them.

The PCs will be seasoned adventurers and crime fighters, each a different type of specialist. The 5th edition D&D rules work very well for this sort of game.
Website: /dociverse.wordpress.com/

603 Darkness at Runegate

Sunday Noon in 151 for 6 hours
Room Map
GM: John Holmes
Type: RPG
System: RuneQuest
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: Initiate
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Darkness at Runegate

Followup to Broken Tower scenario from the RQ4 Quickstart, URL included. Following the events at the Broken Tower, the adventurers are sent to Runegate by their clan chief, to investigate rumors that something very bad is happening there. When they arrive, they discover that something terrible is at work there, and it will take all their wits and strength of arms to survive. Gloranthan setting, Dragon Pass, all characters pregenerated. Previous players of RQ2 especially and other Runequest variants as well should be able to follow easily.

-John Holmes
Website: /www.chaosium.com/runequest-roleplaying-in-glorantha-quickstart/

604 The Kaliphate in Flames

Sunday Noon in 152 for 8 hours
Room Map
GM: P?l Stafford
Type: RPG
System: Rolemaster
Players: 5
Provided: All characters provided by GM
Power Level: Medium-high
Rules Knowledge: Useful
Game Content: Mature Themes

You helped create Peace in the Isthmus by ushering in the birth of the Kaliphate under the strong wisdom of Kaliph Ashan. The 2 great desert tribes were united under his negotiations and victories.

Now, years later, attending to the strange lives of heroes after their heroism, you have all been united to save the Kaliphate and perhaps all the lands of the isthmus from a great upheaval.

Can you: the sorcerous Ephatia, the hero Khimud, the courtier Mahaia, the mystic Solon and the astrologer Diomedes wield the power and wisdom needed to hold the peace?

605 The Sepulchre of Jamath

Sunday Noon in 153 for 4 hours
Room Map
GM: Glenn Boswell
Type: RPG
System: Dungeons & Dragons 5.0
Edition: Basic Rules Set
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You?ve ventured into the Trollbark forest, following rumors of a haunted crypt and whispers of missing travelers from the Trade Way. Folk speak of the portal beyond a stone circle where few venture, and none return. After two days and nights searching through the forest, you finally stumble upon your destination?

Everything is provided in this introductory adventure for 5e Basic.

641 Dark Tower

Sunday Noon on Salon 1 Table 5 for 4 hours
Room Map
GM: Ken Moscardini
Type: Board
System: Dark Tower
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

An epic fantasy quest to recover an ancient magic scepter from a tyrant king in his Dark Tower, brought to life in electronic form. To vanquish the usurper, players search the four realms of the circular game board for three keys to unlock the tower's gate.
Website: /video.search.yahoo.com/yhs/search?hsimp=yhs-att_001&hspart=att&p=dark+tower+game#id=3&vid=31

642 Caverna with Forgotten Folk Expansion

Sunday Noon on Salon 1 Table 10 for 6 hours
Room Map
GM: Steven Barrow
Type: Board
System: Caverna
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Caverna is a worker placement game wherein you use your Dwarves to mine and farm and expand your cave trying to get the most points. The expansion adds asymmetric powers for new races (so you dont have to play dwarves now!)

643 Great Western Trail: Rails to the North

Sunday Noon on Salon 1 Table 15 for 3 hours
Room Map
GM: Jane Barrow
Type: Board
System: Great Western Trail
Players: 4
Provided: All materials provided by GM
Variations: Rails to the North expansion
Rules Knowledge: Beginners Welcome
Game Content: Family

Grow your cow herding business by building your deck of cattle and advancing your engine along the track to new cities. The new expansion adds a different track going to the north east which is more challenging than the original!

644 HEBOCON: Crappy Robot Battle!

Sunday Noon on Salon 1 Table 16 for 3 hours
Room Map
GM: Keita Teranishi
Type: Board
System: Desktop HEBOCON Battle Kit
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Build your own 'hebo' (crappy) robot and let it battle against each other! Come and join this fun tile-lying + fighting game from Japan! Desktop HEBOCON Battle Kit description at Board Game Geek
Website: /boardgamegeek.com/boardgame/240415/desktop-hebocon-battle-kit

661 Air War over Malta

Sunday Noon on Salon FG Table 1,2 for 6 hours
Room Map
GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's The Limit!
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Around noon on November 2, 1940, Italian aircraft were reported high to the north of Malta. This was a force of SM79s bombers of the 34th Stormo under a strong fighter escort from 7l &72 squadrons composed of MC200 Saettas led by Spanish War veteran Maj. Bruno Branbilla, and CR42 Falcos led by Cpt. Luigi Corsini. All were headed for the airfield at Luqa. Reconnaissance missions from Malta were being flown regularly over Taranto and the Italians were attempting to suppress them. The RAF was able to scramble Hurricanes from 261 Squadron lead by Fl. Off. John Walters and Gladiators lead by George Burges.p>Aftermath: Each side made multiple claims of destroyed and damaged aircraft, but the only confirmed loss was a MC200 which crashed on the island. The bombers made it through and hit Luqa, heavily damaging one hangar.

645 Teotihuacan: City of Gods

Sunday 1 PM on Salon 1 Table 13 for 3 hours
Room Map
GM: Bart Larrenaga
Type: Board
System: Teotihuacan: City of Gods
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Travel back in time to the greatest city in Mesoamerica. Witness the glory and the twilight of the powerful pre-Columbian civilization. Strategize, accrue wealth, gain the favour of the gods, and become the builder of the magnificent Pyramid of the Sun.

In Teotihuacan: City of Gods, each player commands a force of worker dice, which grow in strength with every move. On your turn, you move a worker around a modular board, always choosing one of two areas of the location tile you land on: one offering you an action (and a worker upgrade), the other providing you with a powerful bonus (but without an upgrade).

While managing their workforce and resources, players develop new technologies, climb the steps of the three great temples, build houses for the inhabitants of the city, and raise the legendary and breath-taking Pyramid of the Sun in the centre of the city.

Each game is played in three eras. As the dawn of the Aztecs comes closer, player efforts (and their ability to feed their workforce) are evaluated a total of three times. The player with the most fame is the winner.
Website: /boardgamegeek.com/boardgame/229853/teotihuacan-city-gods

646 Dead Man's Hand

Sunday 1 PM on Salon 1 Table 28 for 4 hours
Room Map
GM: James Kiefer
Type: Board
System: Dead Man's Hand
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This is basically a Cinematic Western shootout game played in a 3D Western town. The law, Cowboy, bandit, bandito & Outlaw gangs move in and thrown 3D buildings trying to outgun their opponents.

606 The Halls of Nazir-Thun

Sunday 2 PM in 338 for 4 hours
Room Map
GM: Gene Lancaster
Type: RPG
System: Crypts & Things
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Thousands of years ago Nizar-Thun was a fearsome Sorcerer who lived high in the mountains in his palace. This palace was a complex of rooms and corridors carved into the living rock itself. Here Nizar-Thun did his great works of magic, housed his armies and hid his treasures. Some said he was working on a potion of immortality when a rival brought his reign of terror to an end.

A magician has sent you to retrieve the potion and in return he'll release you from your servitude. With map and key in hand you make your way to The Halls of Nizar-Thun just north of Zarn the Wasted City. Having travelled the winding and rocky path up the mountainside, you find yourself far from civilization, and outside the entrance.

Light up a torch, arm yourself, and enter The Halls of Nazir-Thun!
Website: www.oldheroesneverdie.com/scenarios/the-halls-of-nazir-thun.html

607 Breaking the Galactic Empire

Sunday 2 PM in 154 for 4 hours
Room Map
GM: Ian Norris
Type: RPG
System: FATE Core
Players: 6
Provided: Characters created for game
Power Level: semi-high
Variations: Science fiction
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Set thematically in the world of Spelljammer, our heroes must face a new threat coming in from an alternate dimension, the werewolf-vampire clan of the Vorthrok.

-- One thing that's going to be a bit different from a normal FATE jaunt is that the final battle will already be known; a desperate attempt to stop the clan leader from using a spell that would seal away all hope of winning the fight. So you will know all the advantages and disadvantages the Vorthrok clan has at the very beginning of the session, and any action undertaken is done to help stop the Vorthrok's final plan.

631 Hungry Hungry Hipsters

Sunday 2 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Magda Heilborn
Type: Card
System: Hungry Hungry Hipsters
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Family

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 fun and swift game for those who like quick laughs and easy rules.

632 Munchkin Mania!

Sunday 2 PM on Salon 1 Table 17 for 3 hours
Room Map
GM: Charles Victor Walters
Type: Card
System: Munchkin
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Kill monsters, grab the loot, and stab your buddy in the back! Various editions of Munchkin will be available for play.

639 Lorenzo il Magnifico

Sunday 2 PM on Salon 1 Table 20 for 4 hours
Room Map
GM: Michelle Ridge
Type: Board
System: Lorenzo il Magnifico
Players: 5
Provided: All materials provided by GM
Variations: w/Houees of Renaissance expansion
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Head a noble family in a city during the Italian renaissance. Accumulate prestige and send family members to different areas of town in this worker-placement tableau builder with dice rolling

648 Betrayal At House On The Hill

Sunday 2 PM on Salon 1 Table 3 for 4 hours
Room Map
GM: Alex Giessman
Type: Board
System: Betrayal At House On The Hill
Edition: 2nd
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Enter a creepy house for some Scooby-Doo like fun. Build the house, avoid the traps, keep an eye on your friends. They may no be who you think they are.
Website: /avalonhill.wizards.com/avalon-hill-betrayal-house-hill

649 Terraforming Mars

Sunday 2 PM on Salon 1 Table 6 for 4 hours
Room Map
GM: Sigrid Harris
Type: Board
System: Terraforming Mars
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level and the ocean coverage until the environment is habitable. In Terraforming Mars you play one of those corporations and work together in the terraforming process, but compete in doing the best work, with victory points awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar systems and other commendable achievements. Acquire unique project cards, which represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, and establishing greenhouse gas industries to heat up the atmosphere. When the terraforming process is complete, the player corporation with the most victory points wins.

We will be playing with the beginner variants in order to learn the game more quickly.
Website: /boardgamegeek.com/boardgame/167791/terraforming-mars

650 Axis and Allies: 1940 Global Rules

Sunday 2 PM on Salon 1 Table 23, 24 for 10 hours
Room Map
GM: Carl Francis Gonzalez-Martin
Type: Board
System: Axis and Allies
Edition: 1st
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Very Complex

Axis and Allies: 1940s Global is a Game taking place in the Greatest Conflict ever seen, WW2. Any who have played any version of an Axis and Allies game is welcomed. Willing to take beginners. Though be ready for the Long Haul.

633 Illuminati

Game Cancelled

647 Ticket to Ride

Sunday 3 PM on Salon 1 Table 29 for 3 hours
Room Map
GM: Supatra Chowchuvech
Type: Board
System: Ticket to Ride
Players: 5
Provided: All materials provided by GM
Variations: USA, Africa, maybe Asia and Europe
Rules Knowledge: Useful
Game Content: Mainstream

One of the most popular board game systems, with good reason: easy to learn and play but full of surprises.

651 Arkham Destroyed

Game Cancelled

652 Scythe

Sunday 3 PM on Salon 1 Table 8 for 4 hours
Room Map
GM: Jeffrey Spahn
Type: Board
System: Scythe
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Scythe is an engine-building game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europe who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.
Website: /www.boardgamegeek.com/boardgame/169786/scythe

662 Taking of Narvik 1-2-3 1940

Sunday 3 PM on Hall Table 1 for 4 hours
Room Map
GM: Joseph R. Paulsen
Type: Historical Miniatures
System: Axis & Allies Miniatures
Players: 6
Provided: All miniatures provided by GM
Variations: War at Sea
Rules Knowledge: Useful
Game Content: Mainstream

5 - 6 Players try to control the Norwegian port of Narvik in April - Jun 1940. Players are not totally limited to historical stanses taken by their leaders. Phase I - Openning shots. Phase II early British responses. Phase III - Determined Allied responses.

608 Adventure to Mouse City

Sunday 4 PM in 143 for 8 hours
Room Map
GM: Patrick Hamilton
Type: RPG
System: Gamma World
Edition: D20/Whitewolf
Players: 8
Provided: All characters provided by GM
Power Level: 7th-9th
Variations: Sprinkling of 3.5
Rules Knowledge: Useful
Game Content: Mainstream

Our band has secured the Jick'son hospital and driven the Rank of the Fit out of the city proper. The restorationists now turn their attention to the south where a group of Radiation worshipping mutants have taken control of O'land and it's capital Mouse City.

609 Pale Harvest

Sunday 4 PM in 145 for 8 hours
Room Map
GM: Badger McInnes
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mature Themes

Los Angeles, 1950. In the late 40s, the Los Angeles Police Department created what became to be known as the 'Gangster Squad'- an elite group of police officers, reporting directly to Chief of Police William Parker. Their job: to combat organized crime in LA, and to eradicate mob boss Mickey Cohen. Given wide latitude, you and other members of the Gangster Squad were able to use any means necessary to stamp out the mob.

That?s your official duty, anyway. But Chief Parker has called you and a few of your fellow officers in with an assignment that he says he needs to bury in the books of the Squad (which itself is buried in the LAPD?s finances). Seems some teenage girls have been gone missing. One body has been found. The press hasn?t gotten ahold of it yet, but it?s only a matter of time before they do. And the last thing the department needs is another Black Dahlia PR disaster. Your assignment: find the girls. Find out who?s kidnapping them. Bring them to justice. By any means necessary.

This Call of Cthulhu scenario deals with sensitive topics of an adult nature. Strong investigative elements and roleplaying emphasized. Mature players only.

610 The Crown of Mog

Sunday 4 PM in 147 for 10 hours
Room Map
GM: Todd Westerlund
Type: RPG
System: Pathfinder
Players: 6
Provided: Players provide their own characters
Power Level: 16th Dwarves only: 25pt buy, 300K wealth
Variations: Only Paizo Books, No guns/summoning/pets/mounts
Rules Knowledge: Expected
Game Content: Mature Themes

Dwarven Adventure into the depths of UnderEpica in search of the Crown of Thorns to heal the sick King Mog. He has hand-picked the best of his Dwarven Horde to travel deep into the dungeons below the city of the Drow. Crazy hats will be given out! Who wears the Crown of Thorns?

611 Early Shift

Game Cancelled

612 Classic Fantasy - D100 Old School

Sunday 4 PM in 153 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: Rank 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Classic Fantasy adopts the Nash-Whittaker D100 system (aka Mongoose RQ2, Legend, RQ6, Mythras) to classic gaming tropes; fighters, clerics, elves! Dungeons, and ... uh, big nasty faux-reptallion breath-weapons thingies!
This game it to invite and encourage people to try out the Classic Fantasy system. I?ll be running a classic D&D module using the system, both to showcase the game, and to demonstrate how easy it is to get a best of both worlds, a mix of old and new!

613 Indiana Jones And The City of Impossible Angles

Sunday 4 PM in 159 for 6 hours
Room Map
GM: William Lee
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: Pulp Heroes
Variations: Pulp Cthulhu Supplement
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The year is 1940. The Nazis are masters of Europe, and they may soon be masters of the world. For there are terrifying rumors that the Nazis have discovered clues to the location of an ancient Nameless City filled with lost technologies so wondrous that they defy the understanding of modern science. With the eldritch secrets they could loot from the Nameless City, the Nazis would be unstoppable.

Now, Indiana Jones and his friends must beat the Nazis to the Nameless City before unspeakable horrors are unleashed upon the world!

INDIANA JONES AND THE CITY OF IMPOSSIBLE ANGLES is a Call of Cthulhu 7th edition adventure using the Pulp Cthulhu supplement published by Chaosium. The players will step into the roles of Indiana Jones, Marion Ravenwood, Salah, Marcus, Short Round, Willie Scott, and Dr. Henry Jones, Sr. and embark on a sanity-blasting, Nazi-punching adventure to save the world!

614 Meadow of Madness

Sunday 4 PM in 160 for 8 hours
Room Map
GM: Jeff Brain
Type: RPG
System: Pathfinder/Starfinder
Players: 8
Provided: Characters may be provided by GM
Power Level: 3rd-5th
Variations: Gringold as bridge to hybrid Pathfinder/Starfinder
Rules Knowledge: Useful
Game Content: Mainstream

Silver and fire streaks across the sky headed to your favored deer hunting meadow.
Can't control it, we've lost all comm and AI interface, something about this place is off!

--------

Pathfinder for the four characters on Aeon, Starfinder for the four characters onboard, and the twain shall meet. Some actions lead to Pathfinder characters moving into the Starfinder genre, and vice versa, all depending on the choices the combined parties make. Guaranteed mystery, mayhem, new, original monsters, intrigue galore, ancient wisdom, and marvelous magic.
Website: gringoldcampaign.weebly.com

615 Vermin Problem

Sunday 4 PM in 161 for 8 hours
Room Map
GM: Nick Matyas
Type: RPG
System: Pathfinder
Players: 6
Provided: Players provide their own characters
Power Level: 7th; 25pt buy; 23.5K gp
Variations: Paizo Pathfinder only
Rules Knowledge: Expected
Game Content: Mature Themes

A kind but unnoticed group of fey needs help with a vermin problem. Leave your mind-affecting at home.

616 The Bad Penny Turns Up

Sunday 4 PM in 162 for 8 hours
Room Map
GM: Joel Phillippi
Type: RPG
System: Better Angels
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: starting
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Better Angels uses the One Roll Engine. In this game you play two characters. One is the mortal host to a demon who grants you evil superpowers as long as you're willing to commit acts of EVIL! Fortunately for the world, the demon is well satisfied by crimes that have that supervillain flair, so long as you keep it entertained you don't have to do anything efficiently evil, hopefully mitigating the actual damage to the people of earth. Of course, you're also playing the demon of the player sitting next to you, and boy do you really want to get this person zooming down the highway to Hell.

In this episode:

Having formed a small band of ner-do-wells, either because their mortal halves or demon halves know each other, and having secured the necessary starter warehouse lair, and staked out a dive bar hangout, you are ready to unleash chaos upon the city! You've recently enlisted the services of a somewhat unhinged, very disgruntled scientist who claims he can build you your very own flying airship! Of course, he needs you to steal a few things that you can't exactly pick up at the local 7-11, but with his brains and your hellish powers, you'll show them, you'll show them all!

Character creation is done at the start of the session to take advantage of the system's unique character design mechanics, and will be patiently explained by the GM, to players new and veteran alike. So suit up, and let's raise a little Hell!

617 Upwardly Mobile

Sunday 4 PM in 165 for 8 hours
Room Map
GM: Jon Robertson
Type: RPG
System: City of Mists
Players: 6
Provided: Characters created for game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You are reincarnations of gods, myths, stories, and more. But you've still got to hustle to make a buck in the city that balances the mortal and the magical. For you all that means poking your noses in places you shouldn't and hoping that you can take it when that blows up in your faces.

Your information broker has new rumours about disappearances and changes going around in the city's young and fabulous. No one else is going to clean it up. Lucky you.

Characters are created from four themecards. I'll have an assortment of pre-genned individual cards to match and put together and customize.

618 Symbios-Magika

Sunday 4 PM in 166 for 8 hours
Room Map
GM: Les Child
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 1st
Players: 8
Provided: All characters provided by GM
Power Level: 7+
Variations: house rules
Rules Knowledge: Useful
Game Content: Mature Themes

You will be playing either a caster or the caster's familiar. The familiar bond is much stronger than normal, and both will receive benefits and abilities from the other. Four distinct casters will go together, a mage, cleric, shaman and witch. Each has a powerful familiar. A Greater God has enlisted your aid in retrieving or destroying an ancient relic, buried for countless centuries. Your journey will take you through hostile lands and forbidding terrains, with success the only option you're given.

619 The Orcish Brigade XIV: The Damn Busters

Sunday 4 PM in 168 for 6 hours
Room Map
GM: Arthur Stone Wallis
Type: RPG
System: Orcish Brigade
Edition: New & Improved!
Players: 7
Provided: All characters provided by GM
Power Level: Orcish Special Forces
Variations: Think I got it 'just about' right.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

ATTENTION!

Over that mountain yonder lies Ironfort. A major weapons manufacturing town for the forces of Kultur, our fierce human rivals. Smithies work day and night, producing cold steel for the front lines.

But the weapons are cooled, and the bellows worked, by the waters of the dammed river Ebu. Should that dam fail, our enemies will be crippled.

You know what to do.

Wait...you DON'T know?! WELL FIGURE IT OUT, ORCS! GET OUT OF MY OFFICE!

620 Casque of the Sun 2

Sunday 4 PM in 376 for 8 hours
Room Map
GM: Daniel Alves
Type: RPG
System: Black Crusade
Players: 8
Provided: Characters may be provided by GM
Power Level: advanced classes
Variations: some house rules
Rules Knowledge: Useful
Game Content: Mainstream

Form motley crew of heretics to journey through the Screaming Vortex in search of the legendary Casque of the Sun and the wonder it holds.

621 The Z-Team Presents: A Dimly Lit Blasphemy

Sunday 4 PM in 377 for 8 hours
Room Map
GM: Tim Cook
Type: RPG
System: Genesys (FFG)
Players: 6
Provided: All characters provided by GM
Power Level: Guardsman
Rules Knowledge: Useful
Game Content: Mature Themes

You are Guardsmen from the former 99th Generian regiment, having been seconded to the Ordo Xenos of the Emperor?s most holy Inquisition. You are somehow supposed to survive with a run of the mill Inquisitor; that is to say, insane.

622 ?Los Campeones Contra Los Marcianos

Sunday 4 PM in 378 for 8 hours
Room Map
GM: Vernon Putman
Type: RPG
System: Hero 5th Ed. (Champions)
Players: 6
Provided: All characters provided by GM
Power Level: standard
Variations: Luchadores
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Los Campeones de Justicia, the Luchadores known as the Champions of Justice, must face their most far-out threats yet! Martians threaten the world, and only the power of Lucha Libre can save it!

623 Hell Nedz Hellspawn

Sunday 4 PM in 379 for 8 hours
Room Map
GM: Michael Smith
Type: RPG
System: In Nomine
Players: 8
Provided: All characters provided by GM
Power Level: Beginner Demons
Variations: 1/2 roleplay 1/2 resource building
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

I'm not outrunning the Bear?
Newby Demons in Hell go Earthside to recruit Humans to pledge loyalty to Hell. The loser gets thrown to the Angels.
....I'm outrunning you.

624 Bad Water

Sunday 4 PM in 381 for 8 hours
Room Map
GM: Adam Johnson
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your underdark community looks to the underground river for water. Now it?s become fouled. What?s upstream that could be causing it? Your elders have asked you to find out.

625 All Work and No Sleep Makes For Very Bad Days

Sunday 4 PM in 508 for 6 hours
Room Map
GM: Saul Morales
Type: RPG
System: Tales from the Loop
Players: 6
Provided: Characters created for game
Variations: Monterey Bay Loop
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Monterey in the 1980's was a great place to grow up. Biking to the beach, to the slough, hanging out in barns and always with the rule of be back before it gets dark. Summer is coming and maybe everyone just isn't into school or work. You and your friends have been having problems sleeping. Some up late with insomnia others remembering only bits of pieces of bad dreams, but the result is your all kinda tired. Teachers and your parents are feeling it too as they are now taking naps when they didn't use to. Some teachers even napping in class...

634 Resident Evil DBG

Sunday 4 PM on Salon 1 Table 5 for 4 hours
Room Map
GM: Thomas Hanjes
Type: Card
System: Resident Evil Deck Building Game
Players: 7
Provided: All materials provided by GM
Variations: Some minor house rules
Rules Knowledge: Beginners Welcome
Game Content: Family

Enter the mansion and defeat the monsters lurking inside!

653 Aeon's End

Sunday 4 PM on Salon 1 Table 15 for 4 hours
Room Map
GM: Shantih Moriarty
Type: Board
System: Aeon's End
Players: 4
Provided: All materials provided by GM
Variations: With expansions
Rules Knowledge: Useful
Game Content: Mainstream

Aeon's End is a cooperative game that explores the deckbuilding genre with a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack, and deck management rules that require careful planning with every discarded card. Players will struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and, most importantly of all, their collective wits.

654 All Buildings Unique

Sunday 4 PM on Salon 1 Table 26 for 3 hours
Room Map
GM: John Karr
Type: Board
System: Puerto Rico!
Players: 4
Provided: All materials provided by GM
Variations: There will be one of each violet building from the base set and the 1st expansion
Rules Knowledge: Expected
Game Content: Mainstream

Puerto Rico. Experienced players only. Variant one of each violet building from the base set and one of each from the expansion so that every violet building is unique.

671 The Unseelie Accords

Sunday 4 PM in 570 for 8 hours
Room Map
GM Troupe: Peculiar Crossroads Productions (Robert Paul)
Type: LARP
System: Dresden Files
Players: 20
Variations: Invented System
LARP Experience: Useful
Game Content: Mainstream
Genre: Supernatural Noir
Costume Suggestions: Pick a character type from the Dresden books and you'll fit in.

In 1994, two dozen members of the Supernatural Community were gathered by Mab, queen of Air and Darkness and met in Milwaukee to discuss the Unseelie accords. You will be one of those individuals, defining the future of the world and the fates of everyone.

Instead of running Amber this year, we've decided to do a Dresden Files style LARP. Players will be taking on the roles of canon characters, new arrivals and historical individuals. Knowledge of the series is useful but not required. Come prepared for politics, intrigue, and mystery. Costuming is encouraged.

681 Ghost Ship

Sunday 4 PM in 163 for 8 hours
Room Map
GM: Gregory F. Frank
Type: Other
System: Battlestations
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Claw has disappeared into a negative energy cloud in Sector 3. Only one of the crew?s clones activated and since it is a clone, it has no knowledge of the events. The rest of the crew?s clones never activated. Your mission is to investigate what happened to that ship, rescue survivors if possible, and recover the logs from the Helm of the Claw if the ship itself is irretrievable.

655 Star Trek Ascendancy

Sunday 5 PM on Salon 1 Table 4 for 4 hours
Room Map
GM: Mike Ptak
Type: Board
System: Star Trek Ascendancy
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Grow your civilization in the Star Trek Universe! An empire-building game where you can command the Federation, Klingons, Romulans, Ferengi, or Cardassians and lead them to supremacy!

656 Mountains of Madness

Sunday 5 PM on Salon 1 Table 7 for 6 hours
Room Map
GM: Frank Alonso
Type: Board
System: Eldritch Horror
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Inspired by H.P. Lovecraft?s novella about an Antarctic expedition ravaged by inhuman, prehistoric creatures, this expansion allows you to trace the doomed expedition?s path and enter the immense City of the Elder Things. What happens in Antarctica has worldwide repercussions ? freshly-awakened horrors are spreading across the globe. Monsters and mysteries are surfacing in areas long considered safe.
Eight investigators offer you new roles to play as you confront these chilling, inhuman threats. Numerous additional Assets, Spells, Artifacts and Conditions may help investigators or harm them, and for the first time, Adventures and Prelude cards shape the international struggle against the Ancient Ones. Do you have the strength to survive Antarctica?s frozen wastes, encounter the Mountains of Madness, and stave off the end of human civilization?