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DDC 50
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Drop-In Carabande

Drop-in game; no registration necessary
Friday Noon on Hall Table 2 for 6 Hours
GM: David Gabriel
Type: Other
System: Carabande
Edition: First edition
Players: 8
Variations: N/A
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Ladies and Gentlemen! Time to start your fingers! Yes, it is time to play that convention favorite flick racing game... Carabande! Easy to learn, easy to play and fun for all ages! Games usually only take about 30 minutes to play so many folks can come and play!

P01 Wulfwald

Only available via On-line Pre-registration
Friday Noon in 136 for 4 Hours
GM: Alex Zisch
Type: RPG
System: Wulfwald
Players: 6
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Acclaimed indie OSR from the UK set in alternate Earth mythical Iron Age that's dying to get on the table.

You play heathen outlaws called Wolfsheads doomed to be the tip of the spear for a grim Thegn that considers you inferior to a miserable pack of wolves.

Wulfwald on RPGGeek
Website: www.lostpages.co.uk/presskit/sheet.php?p=wulfwald

P02 Deadlands: The Last Ride of Hell's Inheritors

Only available via On-line Pre-registration
Friday Noon in 134 for 4 Hours
GM: Scott Woodard
Type: RPG
System: Savage Worlds
Edition: SWADE
Players: 5
Power Level: Seasoned
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Several years ago, a brutal gang of owlhoots known as Hell's Inheritors cut a swath of chaos and destruction across the American Southwest. Eventually, they were lost to time with rumors of a fierce and final showdown with the law on the streets of some dusty Texas town. Now, the recently discovered remains of a savagely plundered stagecoach exhibit the telltale signs of this notorious gang. Have Hell's Inheritors returned to the Weird West once again? The desert is calling...

P03 The Girl with Kaleidoscope Eyes

Only available via On-line Pre-registration
Friday Noon in 132 for 8 Hours
GM: Jim Puder
Type: RPG
System: Hero System
Edition: 4th/5th
Players: 6
Provided: Players must provide own characters
Power Level: 60 active point powers, spd 4-6, 33pd/ed, on a sliding scale
Variations: No more than 2 levels of find weakness, no more than 3d6 of luck
Rules Knowledge: Experience Useful
Game Content: Mainstream

10 years after a meteor strike in the Rockies, a strange woman has been seen wandering the woods. She has displayed powers that seem beyond those of even the strongest super humans.

P04 Star Wars: The Gavos Disruption

Only available via On-line Pre-registration
Friday Noon in 137 for 8 Hours
GM: Travis Murphy
Type: RPG
System: Star Wars RPG
Edition: Age of Rebellion
Players: 5
Provided: All characters provided by GM
Power Level: Greenhorns
Variations: + Edge of the Empire
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Our mine on Gavos is an invaluable source of Oridium that provides the Rebellion with the materials and finances it needs to fund our fight against the Empire. Suddenly with no warning whatsoever they've stopped sending shipments and haven't responded to any of our hails. We're sending you and your team to figure out what's going on and get that mine up and running again as soon as possible. Good luck and may the Force be with you.

P05 The Starlost

Only available via On-line Pre-registration
Friday Noon in 138 for 8 Hours
GM: David Etheridge
Type: RPG
System: Alien
Players: 8
Provided: All characters provided by GM
Variations: Evolved Edition
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You awake from your extended cryo-sleep and discover some frightening things. Are we off course? If so how far and is the ship still moving? MUTHR says the ship is on course but something isn't right. Where are the other scientists and why aren't they in their cryo-tubes. Wait I hear someone coming......who are you? Wait...no!!!

P06 Music of the Spheres is Chaos

Only available via On-line Pre-registration
Friday Noon in 139 for 10 Hours
GM: Helen Brubeck
Type: RPG
System: Dungeon Crawl Classics
Players: 5
Provided: Characters can be provided by GM
Power Level: 5
Rules Knowledge: Experience Useful
Game Content: Mainstream

Deep within the heart of a mountain, Chaos mixes with the elements, threatening to surge and unleash its raw power onto the world, destroying the planet, and even the Gods! This is a high level Dungeon Crawl Classics (DCC) adventure (Level 5) that will be run over two days. Players can bring characters or use a pre-gen. Familiarity with DCC is preferred, but not required. Game will run from noon to 10 pm Friday AND (in an unofficial open gaming event) from 10 am to 8 pm on Saturday. PLAYERS ARE COMMITTING TO TWO DAYS OF GAMING. Contact HelenB on the DunDraCon Discord with questions.

P07 Stealing Stories for the Devil

Only available via On-line Pre-registration
Friday Noon in 140 for 6 Hours
GM: Jenna Pohlman
Type: RPG
System: Stealing Stories from the Devil
Players: 8
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

The tychoship Celeste has embarked on it's maiden voyage across the dimensions. But something has gone terribly wrong, and now you've become chronocriminals to save the world. Will you join the crew to lie, steal and bend reality back to a stability?

P08 Disney Ruins D&D!

Only available via On-line Pre-registration
Friday Noon in 141 for 6 Hours
GM: Ben Lopez
Type: RPG
System: Feng Shui
Players: 8
Provided: All characters provided by GM
Power Level: Basic
Variations: 1st Edition
Rules Knowledge: Experience Useful
Game Content: Mature Themes

Disney is producing a new D&D movie, but they've horribly miscast it! Players will choose a D&D archetype, then will participate in randomly selecting actors cast as their characters. Will Arnold Scharzenegger be cast as the halfling thief? Will Nicolas Cage be cast as the wise Wizard? Danny Devito as the mighty Paladin? Anything is possible!

P09 Star Trek: Kobayashi Maru

Only available via On-line Pre-registration
Friday Noon in 142 for 4 Hours
GM: Michael M Kelly
Type: RPG
System: Star Trek Adventures
Edition: Second Edition
Players: 5
Provided: All characters provided by GM
Power Level: Beginner
Variations: Second Edition
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

“I never took the Kobayashi Maru test until now. What do you think of my solution?” – Spock, Star Trek II: The Wrath of Khan.

Now your bridge crew of graduating Starfleet Academy Cadets must face this daunting test to become Federation Officers. Will you succeed as a well-coordinated Starship bridge crew? Or is there an errant Cadet among you who could endanger the future careers of everyone involved?

P10 The Secrets of Skyhorn Lighthouse

Only available via On-line Pre-registration
Friday Noon in 143 for 6 Hours
GM: Muffy Barkocy
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 5
Provided: Characters can be provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Join us for The Secrets of Skyhorn Lighthouse, a thrilling Dungeons & Dragons adventure designed for 5th-level characters! Set in a coastal town plagued by rumors of sea monsters, this quest mixes intense combat and rich role-playing opportunities. You\'ll navigate flooded caves, rescue hostages, and uncover ancient secrets. Whether you prefer to talk your way out of trouble or dive into battle, this adventure offers something for every type of player. Don\'t miss the chance to be a hero and save the day!

P11 Rat Diplomacy

Only available via On-line Pre-registration
Friday Noon in 144 for 6 Hours
GM: Michael Cohn
Type: RPG
System: Daggerheart
Players: 5
Provided: Characters created at game
Power Level: 1 or 2
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

You and your friends were enjoying the light, forestal house microbrew at the Wizard's Tower Microbrewery and Taproom, when the proprietor Glowkindle shrieked in alarm. Suddenly you've taken on a job to deal with the rats in his basement. Which is built on an almost-certainly-enchanted underground river. Also there's a real wizard's tower down there. And... an agora?

This adventure features social encounters, persuasion, and diplomacy, with a side of combat. We will use the Daggerheart basic rules and do quick, low-level character creation at the table. Feel free to bring your own character concept as well. No familiarity with the rules is required.

P12 Terror in Tinseltown

Only available via On-line Pre-registration
Friday Noon in 146 for 6 Hours
GM: Jeff Hatch
Type: RPG
System: Pulp Adventure
Players: 6
Provided: All characters provided by GM
Power Level: Pulp Hero
Variations: 3rd Edition Playtest
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In their last documented adventure, The Albion Society travels to Los Diablos to search through the seedy underbelly of Tinseltown in search of the child of one of their own. The missing girl, an aspiring actress has been out of touch for months and a letter from one of her friends indicates sinister trouble. What secrets will our heroes discover? What is the fate of the young actress? Who is behind her disappearence? Find out in this exciting Pulp Adventure Scenario!

P13 The Deck of Many Things

Only available via On-line Pre-registration
Friday Noon in 147 for 8 Hours
GM: Jeff Boles
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2024
Players: 6
Provided: All characters provided by GM
Power Level: 9
Rules Knowledge: Experience Useful
Game Content: Mainstream

You have been adventuring together for several years, becoming the heroes of the realm, but things have slowed down lately. Then one of you won the infamous Deck of Many Things during a raucous and mind-numbing all-nighter.

After debating, discussing, and disagreeing over the following month, your team finally agreed that since you rarely get to enjoy the thrill and excitement of challenging foes, you would draw from the Deck for a little excitement.

P14 A-Paw-Calypse Meow

Only available via On-line Pre-registration
Friday Noon in 148 for 6 Hours
GM: Morgan Hua
Type: RPG
System: Year Zero
Players: 5
Power Level: Pets of Rich and Famous People. Pregens provided.
Variations: Animals can talk to each other. Animals have special abilities.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You play Jackie Chan's Squirrel, Samuel Jackson's Parrot, Snoop Dogg's Cat, Paris Hilton's Chihuahua, and Gary Busey's Dog. Your human is at some charity event and they abandon you at the hospitality suite. As the world spirals into collapse, you must work together to survive and travel to your wormiest heart of darkness. Tone: Darkly Humorous (Dale & Tucker vs Evil, Evil Dead 2, Shaun of the Dead, Animal Farm) Content Tags: Horror Tropes, Apocalyptic, Cannibalism, Harm to Animals, Drug Use (light), Political Satire (definite), Fowl Language (possibly)
Website: /sites.google.com/view/richpets/home

P15 MacFrog: A Muppets Play

Only available via On-line Pre-registration
Friday Noon in 149 for 6 Hours
GM: Joe Gannon
Type: RPG
System: Dungeons & Dragons
Edition: 5th ed (2024)
Players: 6
Provided: All characters provided by GM
Power Level: 11
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

“Scooter! Scooter!”

The diminutive stage manager looked up to see Fozzie Bear rumbling up to him. “Scooter, we have to get the gang together!”

Scooter flipped a page on his clipboard absentmindedly. “Isn’t it you and Kermit who usually get the gang together? What’s going on?”

Fozzie gulped and explained: “Well, you know how Sesame Street got cancelled and Kermit went to offer them a space at Henson Studios? That went really well, but as we were heading home, we came across these three weird Muppets, and they called Kermit a king, and Kermit has been acting really strange ever since.

Scooter turned toward Fozzie and lowered his clipboard. “Fozzie, it’s really important that you tell me exactly what the weird Muppets said.”

Fozzie looked up, looking for memories in the air. “Ok, let’s see. They were all standing around a big pot, and they each spoke in turn

“Hail Kermit, thane of the Muppets”

“Hail Kermit, thane of Sesame Street”

“All Hail Kermit, that shall be king hereafter”

Scooter sighed. “Ok, Here’s the plan. You go get the gang together. I need to find someone who’s not a man born of woman, and someone who knows how to move a forest. I just hope there’s some way out of this without losing our favorite frog.”

*Note: This is the family friendly version of this game. All are welcome, and we'll be sticking to the Family content standards outlined in the Game Policies.

P16 Agents of Desire

Only available via On-line Pre-registration
Friday Noon in 230 for 6 Hours
GM: Arthur Ulfeldt
Type: RPG
System: Cyberpunk
Edition: Cyberpunk RED
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Neon rain on chrome glass, a Ziggurat suit, and a vanished fiancée last seen under the candlelight of La Lune Bleue—welcome to Night City, where every romance comes with Terms of Service. Chase a clean-looking missing-person job as it mutates into a labyrinth of high-end security, street-level opportunists, and hard questions. Just make sure you get paid, choomba.

P17 Friday the 13th in the Doll House

Only available via On-line Pre-registration
Friday Noon in 231 for 6 Hours
GM: Rob Paul
Type: RPG
System: Dungeons & Dragons
Edition: 2024 5E
Players: 5
Provided: All characters provided by GM
Power Level: 7
Variations: None
Rules Knowledge: Expected
Game Content: Mainstream

It's Friday the 13th and children are going missing. All signs lead to the creepy Doll Maker's house on the hill. Do you have what it takes to free the children and save Friday?

P18 Yazeba’s Bed & Breakfast: Beginner Chapters

Only available via On-line Pre-registration
Friday Noon in 234 for 4 Hours
GM: Rory Dreyfus
Type: RPG
System: Yazeba’s Bed & Breakfast
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

“Once upon a time, the world was cruel, and there was a witch who knew it well…”

Yazeba’s Bed & Breakfast is the ENNIE-winning slice-of-life legacy RPG from Possum Creek Games. Like writing fanfiction for your favorite Saturday morning cartoon, the game is perfect for players with no roleplaying experience whatsoever as well as seasoned industry gamers.
Website: /batrpgs.com/

P19 Should you trust Fae samples? Nope!

Only available via On-line Pre-registration
Friday Noon in 236 for 6 Hours
GM: Cassiopeia Hunt
Type: RPG
System: Deliria
Players: 8
Provided: All characters provided by GM
Power Level: Beginner
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Magic Bath Shoppe
With such absurd products as third eye cream who would blame you for accepting the offer of a free sample and picking the Fae Portal bath bomb? Well now you are stranded and have to find a way home, a shame nothing is truly free!
A dive into the fae realm Deliria you are without every thing but a helpful pile next to where you landed soon you find you are not alone! Make friends and get home!

P20 Jojo's Bizarre Adventure: Clubbing Chaos

Only available via On-line Pre-registration
Friday Noon in 237 for 4 Hours
GM: Nine Scott
Type: RPG
System: Other
Edition: Jojo's Bizarre Tabletop
Players: 4
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

While spending time at your favorite club a strange fervor begins overtaking the dancers. Is this the work of an enemy stand?!

P21 Past Tents

Only available via On-line Pre-registration
Friday Noon in 238 for 6 Hours
GM: Liz Ruifrok
Type: RPG
System: Die! RPG
Players: 5
Provided: Characters created at game
Power Level: Beginning
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It's hard when one falls out of touch with their best friends, but even harder when they end on a whimper and not a bang. Your friend group has moved away from the fantasy and whimsy of their childhood, into the horrible real world of adulthood.

You always remember that cabin, though. The one where you played THAT game, the one that sent you spiraling into the realm of DIE, and the one you'd barely escaped with your lives. The one where your friend, the Master, Francis Frank Juneau had 'died'.

And you'd left them behind.

Which makes it all the stranger when you receive an invitation written in shaky handwriting to the cabin with a threatening personal letter for each of you...

P22 A Giant Problem

Only available via On-line Pre-registration
Friday Noon in Salon A for 10 Hours
GM: Jason Carpenter
Type: RPG
System: Pathfinder/Starfinder
Edition: First
Players: 6
Provided: Characters can be provided by GM
Power Level: 10
Variations: 20-pt buy, 62k wealth; no third-party, summoners, gunslinger, or evil PCs
Rules Knowledge: Expected
Game Content: Mature Themes

An old giant fort has been reactivated, and a call for soldiers to man it has begun. This call is for leaders, but soon a wider call will follow, and then raids aboveground. Giant slayers: find the fort, enter it, end the threat.

This is a tactically oriented game that will also present plenty of opportunities for RP, but RP will not be forced on you. Create PCs using official Paizo Pathfinder 1E content. Use average HP rounded up, max at first level. I will have a few playable PCs on hand; please have a PC ready to go that meets the requirements. Strong combos and min-maxing are fine, but I will rule out PCs relying on supercheese or exotic stuff that I can't understand, even if it's legal.

I will play rules out of the book. I don't stop too long over a rules argument, however, so if we get stuck, we'll just make a decision and plow ahead.

P23 Third star to the left Mr. XX

Only available via On-line Pre-registration
Friday Noon in 240 for 8 Hours
GM: Jonah Johnson
Type: RPG
System: Battlestations
Players: 8
Provided: Characters can be provided by GM
Power Level: Rank 1-3
Variations: 2nd edition, with some home brew
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You have just graduated from Star Fleet Academy, a brand new Ensign with a freshly clean uniform and stripe. USS Yorktown NCC-1704 has just been commissioned and you are lucky enough to be assigned to her. You have just made it to your station when the red alert goes off. Vulcan has been is under attack by an unknown ship. Battlestations!

P24 The Weight of Tomorrow

Only available via On-line Pre-registration
Friday Noon in 241 for 8 Hours
GM: David Giwa
Type: RPG
System: Dungeons & Dragons
Edition: 5th edition (2024)
Players: 5
Provided: Players must provide own characters
Power Level: 5
Rules Knowledge: Experience Useful
Game Content: Mature Themes

A terrible war has been raging between the forces of Pelor and Bane. While neither side has gained much ground, death and misery have inexorably spread across the land. An organization of druids called The Verdant Balance consider it their sacred task to keep the world in cosmic balance. A desperate, honorable king has commissioned a clandestine escort mission: carry a sealed extradimensional lockbox that contains a weapon designed to turn the tides in the war. You are agents of The Verdant Balance tasked with taking this weapon across hostile territory to an ancient druidic sanctum where it can be set up, used, and the war can come to an end.

Character Creation:

Bring a Level 5 character using the 2024 D&D rules.
Any ancestry/class is allowed; characters should have a reason to accept and be committed to True Neutral work.
Starting gear: standard starting equipment plus one Uncommon magic item (or two Common items) and one potion of healing.
Please avoid overly complex builds that slow play (we’ll keep turns moving for a large table).

Content Note: This adventure includes morally challenging themes, some involving children.

P25 Excession at Beloxon

Only available via On-line Pre-registration
Friday Noon in 242 for 6 Hours
GM: Harold Ogle
Type: RPG
System: Protectors 2e
Edition: 2e
Players: 6
Provided: Characters created at game
Power Level: Starting
Variations: Dice for effects
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Star Knight Expeditionary Force is dedicated to exploring the unknown, investigating mysterious threats, and cataloguing dangerous artifacts. The survey team that reported the appearance of a large artificial/manufactured object in Beloxon orbit has gone silent and may have disappeared. Your SKEF team has been called upon to investigate.

Protectors is a dice-light science-fantasy game of danger-ready people navigating perilous situations as they experiment with alien technology and discover super powers. Characters are created by the group of players at the start of the session and developed in play.

P26 Beast Killer Project: Conservation

Only available via On-line Pre-registration
Friday Noon in 243 for 4 Hours
GM: Lucia Ogle
Type: RPG
System: Dungeons & Dragons
Edition: 5th 2024
Players: 5
Provided: Players must provide own characters
Power Level: Tier 1 (levels 1-4)
Variations: Adventurer's League
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

A modern fantasy, written by the GM. Lots of player improv and world-building encouraged.

A famous adventurer and the rest of her band helped settle the country many years ago, fighting off liches and dragons and horrors of the unknown. They protected the city, allowing it to grow into the technologically advanced seaport it is today. However, these adventurers did such a good job that there isn't much work for people trying to break into the business anymore. The lady herself has retired and started a not-for-profit conservation company... which is where you come in! Adventurers are being hired by the company left and right to gather important genetic samples from populations of rare monsters, to help us learn more about their ecology and what we can do to protect them before they disappear forever. They're paying money based on performance which you DON'T have to split with your party! Who cares what they're doing with ankheg DNA anyway? Part one of the Beast Killer Project!

P27 The Mystery of Trollskull Island

Game Cancelled

P28 Raiding Into the Gloom

Only available via On-line Pre-registration
Friday Noon in 244 for 8 Hours
GM: B. Lyle Daeda
Type: RPG
System: GloomRaider OSR RPG
Players: 8
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

An old-school dungeon-crawling adventure using the GloomRaider RPG rules, run by the creator of the GloomRaider RPG!
Website: /www.drivethrurpg.com/en/product/513378/gloomraider-osr-rpg-quick-start-basic-rules

P40 Bohemians

Only available via On-line Pre-registration
Friday Noon on Ponderosa Table 1 for 2 Hours
GM: Reuben Lopez
Type: Board
System: Bohemians
Edition: 1
Players: 3
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A 2025 Essen release! Players take on the roles of artists wandering the streets of Paris at the turn of the 19th and 20th centuries, striving to create masterpieces while facing the challenges of daily life. Bohemians is a card-driven game in which players collect cards to find inspiration, seek muses, and manage everyday necessary tasks. This one gives me Obsession vibes if you narrate your turn. Play nice, but play to win!
Website: /www.youtube.com/watch?v=YUKnfUHr-iU

P41 Nemesis: Retaliation

Only available via On-line Pre-registration
Friday Noon on Ponderosa Table 3 for 4 Hours
GM: David Brubeck
Type: Board
System: Nemesis
Players: 4
Provided: All materials provided by GM
Variations: With terrain and support squad expansions
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Semi-cooperative horror board game (similar theme to the movie Aliens 1986).

Players take on the roles of highly trained marines, entering the alien nest with strict orders and the most advanced tools available. But will they be well-prepared enough to face the unrelenting horde that awaits them? In Nemesis: Retaliation, players must survive against overwhelming odds and the possibility of betrayal at every step.

Ranked 1000 and rated 8.8/10 on BGG.
Website: /boardgamegeek.com/boardgame/381248/nemesis-retaliation

P42 Communopoly!

Game Cancelled

P43 Sentinels of the Multiverse

Only available via On-line Pre-registration
Friday Noon on Sierra Table 3 for 4 Hours
GM: Matthew Hazen
Type: Card
System: Sentinels of the Multiverse
Edition: 1st Edition
Players: 5
Provided: All materials provided by GM
Variations: All Heroes/Villains/Environments Available
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This is a cooperative card game where each player takes on the role of a superhero joining forces to battle a supervillain. There are many heroes, villains and locations to choose from. Which one will you be?

P44 Santa Monica

Only available via On-line Pre-registration
Friday Noon on Sierra Table 4 for 2 Hours
GM: Charles Wallace
Type: Board
System: Santa Monica
Edition: First edition
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

In Santa Monica , you're trying to create the most attractive stretch of beach in Southern California. Do you opt for a quiet, peaceful beach focused on nature, a bustling beach full of tourists, or something in between that appeals to locals?

P51 Battle for the Dwarrowdelf

Only available via On-line Pre-registration
Friday Noon on Hall of Cities Table 2 for 6 Hours
GM: Wyndham Robertson III
Type: Fantasy Miniatures
System: Middle Earth Strategy Battle Game
Edition: 2024
Players: 6
Provided: All miniatures provided by GM
Power Level: Beginners welcome.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Take part in Balin’s attempt to reclaim the Mines of Moria!

“Balin’s attack on Moria has cleared the upper levels. He has set his seat in the Hall of Mazarbul, and claimed Moria as his own. But the truth is that we must still drive the goblins from our home. We can still hear the goblins in the dark below, in the mines.”

Can the Goblins withstand the sharp axes of the Dwarves? But they have a Cave Troll or two or more! Come play as the hoard of Goblins or the stalwart Dwarves in one of GW's best games!

Come play Games Workshop’s Middle Earth Strategy Battle Game and help decide the fate of Moria.
Website: /www.warhammer-community.com/en-gb/setting/middle-earth-strategy-battle-game/

P52 Run through the Jungle

Only available via On-line Pre-registration
Friday Noon on Hall of Cities Table 6 for 5 Hours
GM: Kevin Van
Type: Historical Miniatures
System: Charlie Don't Surf
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A 15mm Vietnam War game

P53 Spacer Bill Ugnuck's Wacky Races Pt.8: Asteroids

Only available via On-line Pre-registration
Friday Noon on Hall of Cities Table 7 for 6 Hours
GM: Dennis Seiffert
Type: Sci-Fi Miniatures
System: Full Thrust
Edition: 2nd
Players: 6
Power Level: Beginner
Variations: 2D Vector Movement Rules
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

C-3PO: “But sir! The odds of successfully navigating an asteroid field are approximately 3720 to 1.”

Will you be brave enough to beat the odds? Come challenge your Piloting skills in a “no-holds-barred” race for swag and bragging rights.

This is a 2D vector race game using real-time physics and drift mechanics.

P54 X-Wing Mario-Kart

Only available via On-line Pre-registration
Friday Noon on Hall of Cities Table 13 for 6 Hours
GM: Wayne Fisher
Type: Sci-Fi Miniatures
System: X-Wing
Edition: 1
Players: 5
Provided: All miniatures provided by GM
Power Level: Friendly Flying 30pt max
Variations: Power ups, Bumping rules, Re-spawn checkpoints
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Welcome pilots to the 3rd annual DunDra Eve Classic! Wayna-de-Hutt is looking forward to winning big backing the ex-imperial pilot that triumphed last solar rotation!

Will the spice runner make a comeback or will the rebel pilots cross the finish first?

Fly over mystery boxes(?) and watch out for those blue shells and space bloopers!

P55 WW II Dogfights: Fight Above Finland

Only available via On-line Pre-registration
Friday Noon on Hall of Cities Table 19 for 3 Hours
GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's the Limit!
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Take to the sky to fly Finnish Buffaloes or Soviet I-16s during the Continuation War. Sky's the Limit! rules taught.

P46 Colt Express: Big Box

Only available via On-line Pre-registration
Friday 1 PM on Hall Table 1 for 3 Hours
GM: Melodie Murphy
Type: Board
System: Colt Express
Edition: Big Box
Players: 8
Provided: All materials provided by GM
Variations: Horses & Stagecoaches Expansion
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

In Colt Express you are all outlaws robbing a train laden with loot. You'll use your cards to scheme up (or program) your plan every turn before the darn tootin' shootin', bootin', 'n' lootin' begins. Watch out though, the Marshall is prowling about the train ready to blast any would be banditos that cross his path. But he isn't the only thing you'll have to worry about as your fellow bandits are all in it for themselves! The player with the most loot at the end of the game wins.

(We will be playing with the Horses & Stagecoach as well as extra characters throughout various other expansions.)
Website: /boardgamegeek.com/boardgame/158899/colt-express

P47 Sweet Lands

Only available via On-line Pre-registration
Friday 1 PM on Ponderosa Table 2 for 4 Hours
GM: Bart Larrenaga
Type: Board
System: Sweet Lands
Edition: 1
Players: 4
Provided: All materials provided by GM
Variations: N/A
Rules Knowledge: Experience Useful
Game Content: Mainstream

Welcome to “Sweet Lands”, the kingdom of delightful confections! The former king has succumbed to his gluttonous love for sweets, leaving behind a final decree. Summoned by this royal edict, you and your fellow players are challenged to build the most magnificent city — and if you succeed, you will ascend as the new ruler of Sweet Lands. Gather the support of various townsfolk and navigate through fierce competition to create the richest and most prosperous city of sweets!

Sweet Lands is a heavyweight Euro-style game with over 200 cards, 14 unique characters, and 449 wooden tokens. During the game, each player develops Cities on their Map Board whilst advancing on their Prosperity Tracks. After 5 rounds, the game ends and the player with the most Victory Points is the winner!
Website: /boardgamegeek.com/boardgame/425445/sweet-lands

P48 Finspan

Only available via On-line Pre-registration
Friday 1 PM on Sierra Table 2 for 3 Hours
GM: Gee Roman
Type: Board
System: Finspan
Edition: First
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Dive beneath the waves in an epic underwater odyssey. As a reef diver, journey from the radiant Sunlight Zone, through the mysterious Twilight Zone, and down into the inky darkness of the Midnight Zone and sea floor. Along the way, you’ll encounter an astonishing variety of ocean life—collecting fish, eggs, young, and entire schools while earning achievements and unlocking benefits.

This third installment of the Wingspan series from Stonemaier Games continues the tradition of blending thoughtful gameplay with discovery. Each creature card includes fascinating real-world facts. Players over age 14 welcome.
Website: /boardgamegeek.com/boardgame/436126/finspan

P71 Captain Curly Ruined Everything

Only available via On-line Pre-registration
Friday 1 PM in 1445 for 8 Hours
GM: Elaina David
Type: LARP
System: Homebrew
Players: 7
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Comedic Sci-Fi
Costume Suggestions: We will provide props/costume pieces.

We’re all gonna die!!!
That’s what you were thinking, right? Don’t worry, it's a perfectly normal thing to be thinking when you are stuck on a submarine miles underwater, with a murderer on board and the person murdered WASTHEDOCTERANDOHMYGOSHWE’REALLDOOMED! Sob sob, sniff, sniffle. In all seriousness, this LARP is perfect for teen improv lovers with a penchant for comedy, roleplay, puzzles, murder, and in-character group therapy sessions.

P29 Justice Gang : Who ordered the Clown Fiesta

Only available via On-line Pre-registration
Friday 2 PM in 145 for 4 Hours
GM: Jason Krestoff
Type: RPG
System: Prowlers and Paragons
Edition: Ultimate Edition
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Simon Stagg is throwing a huge party to celebrate the return of his son-in-law, Metamorpho and his grandson. Also invited is Metamorpho’s new team, the Justice Gang, as well as the heads of several tech industries. Stagg even arranged to have the Cirque du Soleil be the entertainment and the whole party is circus themed. Who doesn’t love clowns.

This game takes place in the James Gunn DC movie verse and picks up after the events of Superman.

The game uses the Prowlers and Paragons system, an easy to learn and to use superhero RPG. If you like DC superheroes and ever wanted to play one, this game is for you. Beginners are welcome

P30 Free Period

Only available via On-line Pre-registration
Friday 2 PM in 232 for 8 Hours
GM: Dennison Milenkaya
Type: RPG
System: Year Zero
Edition: Tales From The Loop
Players: 6
Provided: Characters created at game
Power Level: 10-15 YO
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Ah, those innocent tween years, growing up in the '80s. Knight Rider and Culture Club are the coolest. The care-free Summertime is interrupted by school, but at least we get to hang with friends. Not a lot of new people in this small town, ever since families stopped flocking in to work at the science lab with the particle accelerator. Adults are so very out-of-touch and we're out of time; it's just like Hall & Oates said. What we need is some place to ourselves —— away from parents, teachers, and coaches.

P49 Doctor Who -- Time of the Daleks

Only available via On-line Pre-registration
Friday 2 PM on Ponderosa Table 1 for 2 Hours
GM: John Ottenhoff
Type: Board
System: Doctor Who: The Board Game
Edition: 1st edition
Players: 6
Provided: All materials provided by GM
Variations: All expansions and K-9 are available. House rule that all Doctors can help on a task at once as long as they contribute up the maximum number of dice.
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

This board game is set in the Doctor Who universe.

It is a combination of competitive and cooperative play. The Daleks have a ship on the way to invade Gallifrey and change all history throughout the universe. The players choose an incarnation of The Doctor (#1 to #13 available) and travel to other planets and time periods. They overcome challenges by rolling dice with symbols on them that represent talking, science, running, thinking, fighting, and so on. Various gadgets and companions can help you reroll dice or flip dice facings. Beware! If you fail, the Daleks will exterminate your dice. Crises and time anomalies can restrict your rolls and abilities.

The Doctors must work together to solve problems and stop the Daleks while also racing each other to be the first to get to Gallifrey.
Website: /www.facebook.com/groups/2657126051203279

P56 Friends, OGREs, Countrymen!

Only available via On-line Pre-registration
Friday 2 PM on Hall of Cities Table 8 for 6 Hours
GM: Jim Kundert
Type: Sci-Fi Miniatures
System: OGRE
Edition: 2nd
Players: 8
Provided: Miniatures can be provided by GM
Power Level: Nuclear
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Slug it out nuclear style on the battlefield of the future with giant cybernetic war machines.
Website: /www.sjgames.com/miniatures/

P57 The Return of Ymir - Mörk Borg - The Early Bird Game

Only available via On-line Pre-registration
Friday 2 PM on Hall of Cities Table 9 for 3 Hours
GM: Chris Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Jötun Borg Hack
Rules Knowledge: Experience Useful
Game Content: Mature Themes

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: /www.thereturnofymir.com/raid-on-castle-jotunheim

P58 1700s Wilderness Raiding and Looting - Natives, Rangers, Homesteaders do battle

Only available via On-line Pre-registration
Friday 2 PM on Hall of Cities Table 20 for 4 Hours
GM: Pete Michels
Type: Historical Miniatures
System: Fist Full of Lead
Edition: Horse and Musket, 2nd Ed
Players: 8
Provided: All miniatures provided by GM
Power Level: Should have some game experience. Teens okay
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Killing and looting in the Wilderness

P45 Web of Spies

Only available via On-line Pre-registration
Friday 3 PM on Sierra Table 4 for 3 Hours
GM: Charles Wallace
Type: Board
System: Web of Spies
Edition: First edition
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Web of Spies is a deckbuilding game of espionage, exotic locations and powerful assets. Players send their agents to travel the world, acquire powerful assets & eliminate enemy agents in an epic struggle of spycraft, action, and intrigue!

P59 Test of Honour

Only available via On-line Pre-registration
Friday 3 PM on Hall of Cities Table 1 for 4 Hours
GM: Clif Castle
Type: Historical Miniatures
System: Test of Honour
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

28mm Samurai Skirmish. Each player will run a force of 6-10 miniatures

P60 Star Wars X-Wing Flight School!

Only available via On-line Pre-registration
Friday 3 PM on Hall of Cities Table 16 for 5 Hours
GM: Jack Young
Type: Sci-Fi Miniatures
System: Star Wars X-Wing
Edition: 1st/1.0
Players: 5
Provided: All miniatures provided by GM
Power Level: Low level rookie pilots
Variations: Some minor 2.0 rule additions for fun
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

More scum than villainy, the scrappy pilots of the 9th Revenant struggle to earn their name as an outer rim crime syndicate. So when a rival cartel brings Imperial complications to their system it’s all hands on deck.

X-Wing Flight School returns! Take control of (at one time) the galaxy’s finest (but now somewhat derelict) star fighters for a fast-paced dogfight in the Star Wars universe! Beginners and rookie pilots are welcome for this cooperative, scum-themed, tutorial mission. Basic X-Wing 1.0 rules will be taught.

P61 WW II Dogfights: Aluetian Encounter

Only available via On-line Pre-registration
Friday 3 PM on Hall of Cities Table 19 for 3 Hours
GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's the Limit!
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Take to the Alaskan sky to fly American P-40 Warhawks or Japanese A6M2-N Rufes in a battle for air superiority over this U.S. archipelago . Sky's the Limit! rules taught.

P31 A Cult of Iron

Only available via On-line Pre-registration
Friday 4 PM in 136 for 8 Hours
GM: Chris Muoio
Type: RPG
System: Fantasy Age
Players: 8
Provided: All characters provided by GM
Power Level: 6
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The city brims with steel, gears and steam. A testament to scientific advancement in a world steeped in mystery and magic. You and your companions begin down a rabbit hole of secrets, coercion and rust after the innocuous kidnapping of a simple halfling tinkerer. Get you get to the bottom of the dark mystery seeping into the very cogs and machines that keep the city running while regulating the very heart of the magic that keeps its street vibrant and new?

P32 Blade Runner RPG: Electric Dreams

Only available via On-line Pre-registration
Friday 4 PM in 134 for 8 Hours
GM: Tom McVey
Type: RPG
System: Year Zero
Edition: Blade Runner RPG
Players: 3
Provided: All characters provided by GM
Rules Knowledge: Experience Useful
Game Content: Mature Themes

It is 2037 in Los Angeles. You are members of the LAPD Replicant Detection Unit, sometimes nicknamed Blade Runners.

A Blade Runner colleague has been shot and killed, and another is missing. Your task is to find the killer and the kidnapper…

We will play the Blade Runner RPG starter set adventure, Electric Dreams, in an eight hour session, with breaks. No experience with the system is necessary. Pregens will be provided.

P33 Uncanny X-Men: Secrets of the Savage Lands

Only available via On-line Pre-registration
Friday 4 PM in 142 for 8 Hours
GM: Wally Schichnes
Type: RPG
System: Mutants & Masterminds
Edition: 3e
Players: 6
Provided: All characters provided by GM
Power Level: PL10, 160 CP
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

After rescuing a poached Stegosaurus from the Circus of Crime, the X-Men plan to return it to its natural habitat and have a field trip at the same time to the Savage Lands, but can anything ever be that easy for the X-Men? It seems sinister forces are at work trying to keep people from investigating too closely into the tropical dinosaur filled portion of Antarctica.

Play as your favorite X-Man as you uncover the Secrets of the Savage Lands.

P34 Paranoia: Ignorance Is Mandatory

Only available via On-line Pre-registration
Friday 4 PM in 234 for 6 Hours
GM: Victor Walters
Type: RPG
System: Paranoia
Edition: Ultra-Violet 2016 Edition
Players: 6
Provided: Characters created at game
Power Level: Doomed
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Good day-cycle, Troubleshooters! Friend Computer has a mission of the highest priority for you! We have identified an arch-traitor so treasonous that even knowing what he did could put you on the scaffold with him! You will need to apprehend this traitor and escort him to his final destination. But watch out! Communists, mutants, and traitors lurk around every corner! Trust no one, and keep your laser handy!

P35 Planescape 5e: Something Wild

Only available via On-line Pre-registration
Friday 4 PM in 237 for 8 Hours
GM: Arthur Gonzalez-Martin
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2014
Players: 6
Provided: Characters can be provided by GM
Power Level: 6
Rules Knowledge: Experience Useful
Game Content: Mature Themes

Every Berk in Sigil Struggles to keep his savage side at bay. But now the bars of the cage are breaking down. . . .
Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts form the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within form bursting free? and running wild.

Converted for 5e, starting at level 6; premades available, but you can bring your own. If you're getting your own character standard array, two common and one uncommon magic item, and 500 starting gold.

P36 The Sky Machine

Only available via On-line Pre-registration
Friday 4 PM in 243 for 6 Hours
GM: Matt Steele
Type: RPG
System: Year Zero
Edition: Coriolis: The Great Dark
Players: 5
Provided: All characters provided by GM
Power Level: Starting Characters
Variations: n/a
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

As members of the Explorers Guild, you have been sent to Gilen’s Point on the small moon Moubarra 4 to perform a rescue mission for a team of lost prospectors - an odd request from the Mining Combine, who usually handle their own problems. In Coriolis: The Great Dark, you are part of a crew of explorers ready to venture out into a new area of the universe - the Lost Horizon. You have your shuttle, your trusted crewmates and a warding guardian in the form of your bird – a strange alien creature that can help you on your journeys. Note: This is the Quickstart adventure for this SciFi horror game.

P37 Riot on the Grub Dreck

Only available via On-line Pre-registration
Friday 4 PM in 239 for 4 Hours
GM: John Jones
Type: RPG
System: Mörk Borg
Edition: Vast Grimm
Players: 6
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Hurdle into Vast Grimm as prisoners of a depraved Raiders, pressganged into service. When the ship comes under attack by the Grimm Corp, it’s time to seize your chance to escape! Battle Raiders for control of the Grub Dreck, discover what was left behind and why the Grimm Corp want it, and escape the Grimm Corp alive in Riot on the Grub Dreck!
Website: /creaturecuration.com/vast-grimm/

P82 Horrified: Universal Monsters

Only available via On-line Pre-registration
Friday 4 PM on Sierra Table 3 for 3 Hours
GM: Cael Hazard
Type: Board
System: Horrified
Edition: First
Players: 5
Provided: All materials provided by GM
Variations: This will be the standard rules. No variants.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Note: This game will be run as a learn-to-play and for this who have only played a few times.
We will use two or three selected monsters depending upon players, experience (and courage!)

Imagine living in a place so wretched that it's not plagued by one, two, or even three monsters — but seven of the most horrifying fiends! In this game, you'll come face to face with them all as you work together to rid the town of the maniacal or misunderstood creatures - before it's too late.

Horrified is a co-operative game where players battle the classic Universal movie monsters. Players win or lose together. Players win when all Monsters are defeated but will lose if the Terror track reaches the skull space OR the Monster deck is empty when a card is needing to be drawn.

On a player’s turn, they will do their Hero phase actions. Then the Monsters act in the Monster phase. Event cards determine which monster is in play.

Horrified includes high-quality sculpted miniatures (Frankenstein, The Bride of Frankenstein, The Wolf Man, Dracula, The Mummy, The Invisible Man, Creature from the Black Lagoon). Its innovative, easy-to-learn, cooperative gameplay has players working together against the monsters with varying levels of difficulty. Just as each monster is unique, they require different strategies and tactics to be defeated.
Website: /boardgamegeek.com/boardgame/282524/horrified

101 The War Slug of Aldrazor

Friday 6 PM in 140 for 6 Hours
GM: Andy Marshall
Type: RPG
System: The Black Hack
Players: 7
Provided: All characters provided by GM
Power Level: Beginner
Variations: Sci-Fi Themes
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A mysterious patron has summoned you to thwart the plans of the self-proclaimed King of the Deep Realms. He commandeered a dread destroyer, and has been wreaking havoc on the surface world.

102 BLACKSAT

Friday 6 PM in 141 for 6 Hours
GM: Gennaro Kukonu
Type: RPG
System: Delta Green
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

NASA always has more people willing to risk death for glory than they have missions to fill. When you finally get the call you discover you've been assigned to a highly classified space shuttle mission. It is the chance of a lifetime Especially since the space shuttle program is coming to an end.

You are part of a team that is headed into space to repair a secret spy satellite code-named BLACKSAT.

103 The One Way Heist

Friday 6 PM in 143 for 6 Hours
GM: Bryan Mosley
Type: RPG
System: Dungeons & Dragons
Players: 5
Provided: All characters provided by GM
Power Level: 3rd-5th
Variations: 5e
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Step into the impossible and enter the Crooked House of Mr. Emmerybird, a wizard who has mastered extradimensional spaces. Within his bizarre mansion lies a perfect tesseract—a real four-dimensional hypercube where hallways loop, rooms exist outside of time, and the laws of nature are mere suggestions.

Your party’s mission: infiltrate the house, steal Emmerybird’s grimoire of arcane secrets, and escape. But beware—the only way out is through the Singularity Door, a mind-bending portal that might twist you inside out if you’re not clever (or lucky) enough to master it.

104 Lancer: The Kerberos Campaign

Friday 6 PM in 144 for 6 Hours
GM: Keegan Pincombe
Type: RPG
System: Lancer
Players: 5
Provided: All characters provided by GM
Power Level: LL 3
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

When Union sent you to the resource-rich Kerberos system, it was as a security escort for the diplomats and mediators aboard the frigate UNS-LS Sacramento. You were there to show the flag, act as impartial observers, and deliver much-needed relief supplies as three warring nations made the first tentative overtures towards global peace.

Forty-eight hours ago, that plan went up in a blaze of nuclear fire.

Crash-landed and cut off, your squad must now make a daring insertion into hostile territory to rescue a priceless asset: Stacy, the Sacramento's command-and-control NHP. Within her armored escape casket are Schedule 1 matter printers, long range omnihook transceivers, reserve coldcore fusion batteries...everything you need to resupply and call for help.

This is not your world. This is not your war. It seems you'll be fighting anyway.

--

Lancer is a hex-grid tactical combat game set against the rich tapestry of the interstellar human Diaspora in the far-flung future of 5016u. You are a mech pilot of exceptional skill (or exceptional luck), piloting a bespoke war machine of your own design into conflicts large and small. Rules-light narrative play supplements a flexible combat engine that encourages teamwork, tactical gameplay, and player customization.

105 Pokemon Mystery Dungeon TTRPG

Friday 6 PM in 145 for 6 Hours
GM: Kasi Jammeh
Type: RPG
System: Pokerole
Edition: Pokerole 3.0
Players: 5
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Wake up in a world you thought you knew - but everything has changed. You are no longer human. You've been transformed into a Pokémon with only fragmented memories of your former life. Your human mind struggles against newly-awakened instincts as you navigate a world where civilization is scarce and survival depends on strength, cunning, and the bonds you forge.

Join a Pokémon Guild and take on dangerous rescue missions through ever-shifting dungeons filled with traps, hostile creatures, and mysteries. Balance your human Logic against your Pokémon Instincts - rely too much on one and you risk losing the other forever. When pushed to your limits, you can unleash a Primal State for incredible power... but at the cost of your humanity.

This is a game about identity, survival, and friendship. Will you hold onto what makes you human, or embrace the wild creature you've become?

Please note: This game is intended for players aged 16+ and is not suitable for children. Players should be familiar with the Pokémon franchise like the TCG and video games to know what Pokémon can do. In addition, the battle system is crunchy but outside battle its like a story telling TTRPG.
Website: /www.pokeroleproject.com/

107 Secret of Karnov Manor

Friday 6 PM in 148 for 6 Hours
GM: Scott Grimberg
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 6
Provided: Characters can be provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Invited to dinner by the famous collectors, the Karnov's. Should be an interesting time.

108 Come on Barbie, Let’s go D&D Party!

Friday 6 PM in 149 for 6 Hours
GM: Jason & Beth Krestoff
Type: RPG
System: Dungeons & Dragons
Edition: 5th ed (2014)
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It’s time for the annual Princess Barbie Diamond Castle Gala! You and your friends have been invited to join Princess Barbie to celebrate your heroism after your last adventure. But not everything is Fantastic in Barbieland, with tensions rising between you and the neighboring kingdom, this celebration might turn out to be a scorchin’ time for your adversaries to strike…

109 Easy Money …

Friday 6 PM in 230 for 8 Hours
GM: Benjamin Recktenwald
Type: RPG
System: Cyberpunk
Edition: Cyberpunk 2020
Players: 6
Provided: All characters provided by GM
Power Level: 70 character points
Rules Knowledge: Experience Useful
Game Content: Mature Themes

“Easy Money” is what the message from your fixer said. Just look into some project. Some rando corp doofus spilled the beans on some obscure project, and now you’re contracted to check it out. Easy money. Why not, you haven’t had any contracts in a while and everybody has to eat.
Apparently there is a research base in far northeastern Cali, Modoc County. “C'mon, it's Modoc County. You zip in, you poke around, you zip right out again. You're not going to Arasaka HQ. It's Modoc County. It's like going into Wisconsin. … of course there was that one time you got your butt kicked in Wisconsin.
Sure. Why not. Just another day doing the bidding of somebody with money, power and guns. And, after all, everybody gotta eat.

110 Alliance Outpost Salvage

Friday 6 PM in 231 for 6 Hours
GM: Zach Morgan
Type: RPG
System: Cortex System/Cortex +
Edition: Cortex Classic
Players: 8
Provided: All characters provided by GM
Power Level: Veteran
Variations: Serenity
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

After the end of the war the Alliance placed a full blockade on the planet of Athens. For 6 years only Alliance Naval personnel have been allowed to land, ostensibly to cleanup hazardous materials and rubble left behind by the war. Recently access has been extended to previous residents and their families so that they can reclaim personal property, family heirlooms, and begin to rebuild. Which works out pretty solidly for the crew of Gideon since Mac’s been tipped by a friend about a regional Alliance outpost that wasn’t cleaned out to well when the Alliance originally pulled out. Should be plenty of intel on items of interest sitting around for the taking. An abandoned transport convoy. Ships not salvaged after engagements by Independent forces. An asteroid base that was raided by never properly searched and catalogued. Won’t know til someone checks the place out proper…

111 Trouble in Treerivers

Friday 6 PM in 236 for 4 Hours
GM: Jagger Kilmane
Type: RPG
System: The Sword Marches: Metal Sword & Sorcery RPG
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Frogmen are stealing babies from their cribs in the bustling frontier town of Treerivers. You're team of March Wardens are assigned to find the children and end the Frogman threat. But beware, all is not as it seems...
Website: /www.facebook.com/groups/248769670970431

112 Welcome to The Black March

Friday 6 PM in 238 for 8 Hours
GM: Chris Bruno
Type: RPG
System: Dungeons & Dragons
Edition: 5E (2024)
Players: 8
Provided: Characters can be provided by GM
Power Level: 18th
Variations: Core + Xanathars, Tashas, Eberron, Wildspace, Faerune, Ravnica
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

20,000 gp plus 1d10 × 250 gp, two common magic items,4 uncommon Items, 3 rare item, 1 Very rare item and normal starting equipment.
No Homebrew or 3rd party material please.
Trouble seems to be afoot in the Town of Gerraway. The local church had reached out to their allies from larger cities due to large number of unrelated crimes popping up. The current issue is that those orginally sent to investigate are now missing, so it's time to send in the big guns. That's you.

113 5e Deep Carbon Observatory

Friday 6 PM in 242 for 8 Hours
GM: Matt Morrison
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition (2024)
Players: 6
Provided: Characters can be provided by GM
Power Level: 3-4
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Is D&D 5th Edition OSR? Let’s find out! The Old School Renaissance movement found solid footing in RPGs shortly after D&D 4th Edition was released. Matthew Finch (OSRIC, Swords & Wizardry) describes the “pillars” of OSR generally as letting DM rule on clever player plans, sometimes outwitting opponents rather than outfighting them, emphasize the heroic rather than the super-heroic, and that game balance is not important - think of a clever plan or run! Deep Carbon Observatory is Tier 1 verging on Tier 2. A classic representation of the OSR written by Patrick Stewart with art by Scrap Princess and self-published by False Machine Publishing. DCO won 2014 Indie RPG Award’s Indie Supplement of the Year. Adventurers come across a town devastated by an unexpected flood, where desperate families cling to ruined homes, then gradually the party moves upstream to discover the strange tomb of an ancient race. Completely converted to 5th Edition (2024) rule set.
Website: /direbane.blogspot.com/

140 Red Dragon Inn

Friday 6 PM on Hall Table 1 for 6 Hours
GM: Jeff Rogers
Type: Card
System: Red Dragon Inn
Edition: All
Players: 12
Provided: All materials provided by GM
Variations: Plain, Pub Crawl, Dungeon, Sea Event
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Been curious about Red Dragon Inn? Are you an experienced player and and can't wait to get in on that sweet sweet RDI Action? Or just familiar with the game and wanting to see how specific characters play? Well you are in luck, I am bringing all the characters (Sets 1-9, Adventure is Nigh, crossover characters, and all the single and double pack expansions) I have several optional play styles available, (Dungeon Crawl, Sea Event, Pub Crawl, and more!) I will take a poll of the table / tables (yes I could split this into multiple tables if there are a lot of people wanting to play) to see what play options we want to use.

If you are unfamiliar, Red Dragon Inn is a card game where each player takes on a character in an adventuring party, here's the hitch though, Adventure is done, we are back at the inn, drinking, fighting, and gambling, you know resting & relaxing...

141 Progress & the Nation

Friday 6 PM on Ponderosa Table 2 for 4 Hours
GM: Mark Schynert
Type: Board
System: Progress & The Nation
Edition: Late Beta Test
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

Progress & the Nation is a late beta test civilization building board game with exploration, expansion, and enhancement, but without player elimination. It is associated with the DunDraCon Protospiel, which means participants are eligible to participate in drawings for prizes within the Protospiel.

The game has short actions, determined in most cases by action selection with following; the player choosing the action gets additional ways to benefit. There are a choice of ten different factions with differing proficiencies; opportunity and boost cards present multiple options to players who draw them; historic personalities present additional synergies, and there are 40 states available to develop, federate, or which can become independent. There are also unique goals which determine how each player can approach the game. The game ends when at least one player reaches victory determination, or when all states have either been made available or discarded from the game, or when any player reaches 20 or more progress tokens in a limited time frame. Resolution is strictly limited to counting victory points at the end of the game, with a tie breaker based on progress tokens.

142 John Company (1710)

Friday 6 PM on Sierra Table 4 for 6 Hours
GM: Jefferson Krogh
Type: Board
System: John Company
Edition: 2nd
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

John Company is an interactive historical game about the rise and fall of the British East India Company from the designer of Root, Pax Pamir, and Oath. John Company is a business game with an important twist: players must collectively steer the fate of a single, sprawling organization. They must navigate its vast bureaucracy while reckoning with the consequences of their actions on the Indian subcontinent.

We will play the 1710 scenario, which lasts no more than 5 turns. For new players, we will do a rolling teach.

148 Gravwell - Chaos Edition

Friday 6 PM on Ponderosa Table 3 for 2 Hours
GM: Andrew Heilborn
Type: Board
System: Gravwell
Edition: 2nd edition
Players: 12
Provided: All materials provided by GM
Variations: Custom fuel deck, more players
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Navigating space is difficult in the best of times, and when you're trying to navigate in a spiraling singularity, it's even harder!

Players start at either end of a wormhole, and have to use different types of fuel cards to work with or against the forces of gravity to escape to the other side. Your fuel cards will usually send you toward the direction of the closest mass, but when you move depends on which cards you have available, and by the time your fuel is consumed, the board may look very different. Use your prediction powers, and embrace the chaos that comes with putting ten players on this ridiculous map!

151 Battle of Prokhorovka: July 12, 1943

Friday 6 PM on Hall of Cities Table 17 for 6 Hours
GM: Greg Guth
Type: Historical Miniatures
System: KISS-Rommel
Players: 6
Provided: All miniatures provided by GM
Power Level: Moderate
Rules Knowledge: Experience Useful
Game Content: Mainstream

It is the Morning of July 12, 1943, and the German summer offensive to destroy the Kursk Salient, Operation Citadel, has been raging for 7 days. The II SS-Panzer Corps is approaching the third and final Russian defense line near the key rail junction of Prokhorovka. This forces Stavka, the Russian High command, to release their last major reserve, the 5th Guards Tank Army and initiate what is still one of the largest armored engagements in history. the Battle of Prokhorovka. WWII Eastern Front, 6mm using KISS-Rommel rules, rules will be taught.

171 The County Fair

Friday 6 PM in Salon B/C for 6 Hours
GM Troupe: Gamer Geekus (Alisha Walton, DJ Walton, Ryan Walton & Liz Ruifrok)
Type: LARP
System: GM Fiat
Players: 24
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Old Gods of Appalachia 1931
Costume Suggestions: Great Depression era clothing

Esau County, Virginia 1931. Young and old alike come to enjoy the county fair. It's just that forces even older have taken interest too. Carnival games, prize pumpkins, and things more sinister abound. Old Gods of Appalachia is a horror anthology game; player discretion is advised.

172 Warehouse 13: The Ring of Power - A Running Dreams Production

Friday 6 PM in 1444 for 6 Hours
GM Troupe: Running Dreams (Zev Trubowitch & Wendy Lo)
Type: LARP
System: L.A.R.P.S.
Players: 16
Provided: All characters provided by GM
LARP Experience: Experience Useful
Game Content: Mature Themes
Genre: Warehouse 13 - strange contemporarry
Costume Suggestions: Contemporary (2015) costuming.

The world is full of powerful Artifacts - items that have gained supernatural abilities from their ties to epic people, places, or events. Agents of the Warehouse are tasked with recovering these artifacts, to keep them safe and unable to harm anyone. One such Artifact is a ring crafted for King Croesus of Lydia. Called The Ring of Power, it has corrupted those who wore it, driving them into conflict out of greed or lust for power, or inspiring those who saw it to take it for themselves. Thought lost for centuries, it resurfaced to inspire the works of a 20th century author before being lost again. Decades later, there is a chance to retrieve it. Will you succeed, or will you fall under its sway-- or the influence of those who see it as precious enough to fight over?

143 The Thing: Infection at Outpost 31

Friday 7 PM on Sierra Table 1 for 3 Hours
GM: Afshin Coleman
Type: Board
System: The Thing
Edition: Mondo Games
Players: 7
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Based on John Carpenter's horror sci-fi classic; players race to discover who among the team has been infected by this heinous lifeform in a remote antarctic research base.
Website: /boardgamegeek.com/boardgame/226634/the-thing-infection-at-outpost-31

144 Mind MGMT

Friday 7 PM on Ponderosa Table 1 for 2 Hours
GM: Reuben Lopez
Type: Board
System: Mind MGMT
Edition: 1
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A co-op game where Players control rogue agents who must try to stop Mind MGMT before it's too late! Players work together, ask questions to the Recruiter and deduce the recruiter's whereabouts from the answers they receive before he can complete his mission! A great time, Play nice, but play to win
Website: /boardgamegeek.com/boardgame/284653/mind-mgmt-the-psychic-espionage-game

149 Sidereal Confluence

Friday 7 PM on Hall Table 2 for 4 Hours
GM: Ian Brown
Type: Board
System: Sidereal Confluence
Edition: Remastered Edition
Players: 9
Provided: All materials provided by GM
Variations: with Bifurcation expansion
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

A real-time trading and negotiation game for 4-9 players, where the winner is almost always the person who cooperates best with their opponents! Each player plays as an alien civilization with unique abilities and can make binding deals for anything they can imagine with other players to get what they need. Medium rules complexity (3.5 on BGG scale), lots of talking and interaction with others, but no backstabbing!

152 Battle of Edgehill

Friday 7 PM on Hall of Cities Table 1 for 4 Hours
GM: Robert Dailey
Type: Historical Miniatures
System: Command and Colors
Edition: Third
Players: 6
Provided: All miniatures provided by GM
Power Level: New players welcome, experience a plus.
Variations: Ancients
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

25mm Command and Colors Large Scale miniatures.

114 Goblin Quest

Friday 8 PM in 138 for 4 Hours
GM: Mary Russell
Type: RPG
System: Goblin Quest
Players: 5
Variations: Homebrew setting and monsters
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

You and your goblin friends have been let loose to cause mayhem. Lets go on an adventure and see what loot we can bring back!!!!!

115 Defend Your Village!

Friday 8 PM in 132 for 4 Hours
GM: Andrew Walters
Type: RPG
System: The Fantasy Trip
Edition: Legacy Edition
Players: 6
Provided: All characters provided by GM
Power Level: 34 point characters
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The adventurers have returned to the village they grew up in and defeated the necromancer who was tyrannizing it. Unfortunately, the second in command is now on the way with what's left of their army to level your hometown. You have an hour or so to prepare...

116 Interns in the Dark

Friday 8 PM in 137 for 4 Hours
GM: Lisa Beasley
Type: RPG
System: Blades in the Dark
Players: 6
Provided: All characters provided by GM
Power Level: N/A
Variations: Adapted to modern Silicon Valley
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Interns in the Dark is a modern-day, satirical, forged-in-the-dark game that takes place in the beautiful, yet terrible area of the Bay.

You play as Interns who have been accepted into a tech company in the Bay and are specifically assigned to a special internship program in a struggling company to do the most innovative thing for the company: steal valuable Intellectual Property (IP) from competitors. Each heist is unique, the play is different each time.
Website: /internsinthedark.com/

117 Double Feature: COOKED! and Night On The Town

Friday 8 PM in Monterey for 4 Hours
GM: Doc Cross
Type: RPG
System: Toon
Players: 10
Variations: Yep!
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

If you've ever watched Chopped, you know what COOKED! is like. Mystery ingredients and crazy chefs! Who will be the COOKED! Champion? In Night On The Town, you wacky wascals are going out to PARTY!
Website: /dociverse.wordpress.com/

146 Libertalia: Winds of Galecrest

Friday 8 PM on Ponderosa Table 3 for 3 Hours
GM: Katie OBrien
Type: Board
System: Libertalia
Edition: 2nd
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

In the world of Galecrest, sky pirates set sail on the winds in search of adventure, treasure, and glory. As an admiral, you command a vast and varied crew… but so do your rivals sailing other ships in the pirate fleet. Each day the fleet lands on a different island where you’ll send a crew member to collect your share of the loot, hoping they’ll return to boost your growing group of characters.

147 Xia: Legends of a Drift System

Friday 8 PM on Sierra Table 2 for 4 Hours
GM: David Brubeck
Type: Board
System: Xia
Players: 4
Provided: All materials provided by GM
Variations: With expansions: Missions and Powers, Embers of a Forsaken Star, and Sellsword.
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Xia is a 3-5 player sandbox style competitive space adventure. Each player flies their ship to complete missions, explore sectors, mine resources, trade, battle other ships, and upgrade their ship. First player to 20 fame points wins!

Ranked 193 and rated 7.9 on BGG
Website: /boardgamegeek.com/boardgame/82222/xia-legends-of-a-drift-system

153 The Return of Ymir - Mörk Borg - Veterans

Friday 8 PM on Hall of Cities Table 9 for 3 Hours
GM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke

This game is aimed at Veterans. If you end up playing in this game and you are not a veteran, that is totally groovy, but our goal is seeing if we can get a full table of veterans, wish us luck.
Website: www.thereturnofymir.com

201 Save the Relic, Save the World!

Saturday 8 AM in 132 for 6 Hours
GM: Erik Alfkin
Type: RPG
System: Hollow Earth
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It is 1936. Your mission is to hunt down the Germans who stole an ancient relic from the South American jungle. The relic must be returned before something ancient and powerful takes notice and threatens the world.

202 The Lingering Harvest

Game Cancelled

203 Ice cold killer

Saturday 8 AM in 136 for 6 Hours
GM: Joseph Silveira
Type: RPG
System: Fragments
Players: 8
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You play as a group of small homunculi running supplies to rural communities, but your caravan find more than just the winter storms besieging the locals.

204 Escape from Mad Science Island

Saturday 8 AM in 137 for 8 Hours
GM: David Rakonitz
Type: RPG
System: Hero System
Edition: Champions 4th Ed.
Players: 6
Provided: Characters can be provided by GM
Power Level: Max 60 point attacks, 33 PD/33 ED
Variations: Minor, Some 5th Ed.
Rules Knowledge: Experience Useful
Game Content: Mainstream

Celebrity Extremis sends its contestants to the most dangerous places in the world (allegedly). This time, they've gone too far and chosen Mad Science Island. Something has now gone wrong. The contestants are missing, and the old observatory is glowing. The studio needs heroes to save the day and the show's ratings.

206 One Last Thing

Saturday 8 AM in 144 for 6 Hours
GM: Mark Cumming
Type: RPG
System: Hero System
Edition: 5th edition
Players: 7
Provided: All characters provided by GM
Power Level: 250 pts.
Variations: Fantasy Hero
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You are dead ... Well at least you were dead, having died saving several children from a life of slavery. Now you find yourself in a basement standing in front of the mother of one of those children, Clorissa, and her daughter Annette lies unconscious on a table before you. Something tells you paradise is going to have to wait a bit longer.

207 Follow by Lame Mage Productions

Game Cancelled

208 Mystery at The Night Market

Saturday 8 AM in 148 for 4 Hours
GM: Mary Beene
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 6
Provided: All characters provided by GM
Power Level: 6th
Variations: More emphasis on role-playing and puzzles than math
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

System: [D&D 5E] | Level: Pre-generated 6th-level characters (Living & Undead)
Style: Investigation • Puzzle Solving • Social Intrigue • Light Combat

Just outside the edge of town, beneath a moonless sky, something stirs in the shadows of The Night Market — a strange and secretive bazaar where dreams, memories, and body parts are the accepted currency. For years, both the living and the undead have walked its mist-shrouded stalls in uneasy harmony, protected by ancient laws and powerful enchantments.

But now, something is unraveling. Whispers tell of violence on the outskirts — not just against the living, but against prominent figures of the undead. A wealthy lich merchant has vanished, leaving his magical wares behind. Lola, the banshee who cries people’s dreams aloud, is gone. And the rules that once kept the peace seem... fractured.

You've been hired — or perhaps bound — to uncover the truth. Together with a band of unusual allies, both breathing and beyond, you must navigate the web of secrets, illusions, and twisted bargains that hold The Night Market together. But beware: not all puzzles can be solved, and not all games are meant to be won.

Will you uncover the source of the darkness creeping into the market? Or become part of its wares?

209 Fight the Power

Saturday 8 AM in 230 for 8 Hours
GM: Becky Thomas
Type: RPG
System: Cyberpunk
Edition: 2020
Players: 6
Provided: Characters can be provided by GM
Power Level: 65 - 70 character points with GM approval
Variations: Some in house rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes

Hey there Freedom Fighters!

Shemp Pirrudy here.

The long hot summer is over, winter is coming and we’re hunkering down throughout the Bay Area and beyond.

We’ve battled Corporate double speak and the fake PZ1-D4 outbreak, in the WOZ (The West Oakland Combat Zone), the BeeOtch Zee (Bayview Hunters Point Combat Zone), and the EmCeeZee (Martinez/Concord Combat Zone).

We’ve rescued our brother and sisters, children, and elders from Corporate kidnapping and experimentation, and we’ve lost others, warriors and the innocent. The Caged Bird of the WOZ is no more, but the children fly free.

Now I’m calling out, looking for our best edge runners - I need YOU! We’ve got some rescuing to do!

Drop me a DM with STATs! Time is running out!

210 Caravan to Chaos

Saturday 8 AM in 231 for 6 Hours
GM: Mark Bolt
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition (2014)
Players: 5
Provided: Characters can be provided by GM
Power Level: 6th
Variations: Miniatures and light terrain
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

D&D Fifth Edition (2014), 5 players
Variations: Miniatures. Characters/minis provided or BYO. More roleplaying than rule playing. Interesting characters and cooperative storytelling are encouraged. Some mature themes, language, bad jokes, creepy spooky stuff, violence and silliness.

Your recent exploits have raised unwanted attention and the need to leave the city. You have signed on as hired security for a Merchant caravan heading West. A safe exit plan, a new town, time to fence your loot and plan your next adventure; what could go wrong? What indeed…
Get back to the tabletop and settle into a character, and an adventure that hasn’t been written yet.

If you BYOC: Lvl. 6, Standard stat array, WOTC, no UA, one +1 weapon or armor; please no min-maxed super characters. 5E 2014 rules and spells.
Website: /docs.google.com/document/d/18AL5zvI-UKe9CQKybVj8tVWNY-iFHl5OJVB6PdfMKbU/edit?usp=sharing

211 The Eye Of The Beholder - A Changeling the Dreaming one shot

Saturday 8 AM in 236 for 6 Hours
GM: Liz Ruifrok
Type: RPG
System: Changeling the Dreaming
Players: 8
Provided: All characters provided by GM
Power Level: Beginning
Variations: 20th Anniversary
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Baltimore is such an incredible city. Lights, Glamour, crabs? And with an indie art show coming to the city, the Motleys of Changelings are all too excited to submit their works and perhaps find a new Dreamer to inspire.

But things never seem to quite work out perfectly for our heroes, do they

Curious Chimera seem to be coming to life at a rapid rate. Nightmares and Nocnitsa with a penchant for terror and too much inspiration. But what seems to be worse is that the normal population of the Inner Harbor seem to be able to see these terrors as well...

You must solve the mystery, battle these monsters, or restore the balance before the entire birthplace of the Star Spangled Banner becomes a madhouse. Well. More of a Madhouse than it already is...

212 The Confluence of Planar Rifts (Elemental Fire)

Saturday 8 AM in 238 for 8 Hours
GM: Robert Anderson
Type: RPG
System: Pathfinder/Starfinder
Edition: 1st Edition
Players: 8
Provided: Characters can be provided by GM
Power Level: 16th
Rules Knowledge: Experience Useful
Game Content: Mainstream

Imix, the Prince of Elemental Fire, seeks to ignite a cosmic conflagration that will consume entire planes, transforming them into extensions of the Elemental Plane of Fire. Find a way to stop the “Ignition Points” before your personal plane and or home world is consumed by “Fire”.
Pathfinder 1E: Level 16th
• Pathfinder Roleplaying Game Core Rulebook
• Advanced Player's Guide
• Ultimate Combat
• Ultimate Magic
• Character Creation: 28 Point Buy
• 315,000 Gold Pieces, Starting Gold

213 The Marauders of Windfall

Saturday 8 AM in 239 for 4 Hours
GM: Jeff DiCorpo
Type: RPG
System: Daggerheart
Players: 5
Provided: All characters provided by GM
Power Level: Tier 1 Adventure: Level 2 Characters
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The R.A.S. Windfall is the crown jewel of the Royal Navy, a state-of-the-art frigate boasting a magical engine that makes it the fastest vessel in the sky. You and your fellow adventurers have booked passage across the Sablewood, serving as temporary security in exchange for travel to the remote Kinekozan Jags.

What begins as a routine voyage quickly turns into a high-stakes aerial struggle. After defending the ship from a deadly Wyvern attack, you are invited to the Commander's table for a formal dinner—only to have the evening shattered by the legendary pirate Calliope Crimson. As the ships lash together in a chaotic boarding action, you will uncover the Windfall’s dark secret: a captive mage whose power is being siphoned to fuel the ship’s incredible speed.

Will you remain loyal to the Royal Navy, or will you turn against the Commander to help the pirates liberate their kin? Your choices will determine if you escape as heroes or spend the rest of your days as enemies of the crown.

Player Information

Characters Provided: Five pre-generated Level 2 characters are available: an Elf Sorcerer, a Ribbet Rogue, a Human Warrior, a Giant Guardian, and a Katari Ranger.

Experience Level: No prior experience with Daggerheart is required. The adventure is designed to introduce the core mechanics, including the Duality Dice (Hope and Fear), Action Rolls, and Armor/Stress management.

Materials: All character packets, standees, and dice will be provided.

214 Cosmic Knights of Galactic Chivalry!

Saturday 8 AM in 240 for 4 Hours
GM: Matthew Bage
Type: RPG
System: Cosmic Knights of Galactic Chivalry
Players: 8
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Traverse the stars in search of glory and adventure as knights of the Solar Kingdom!
Website: /linktr.ee/legendarybucket

215 Hephaestus: Out of the Forge, into the Multiverse!

Saturday 8 AM in 241 for 6 Hours
GM: Heather Eckman
Type: RPG
System: FATE system
Edition: Fate Accelerated Edition
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Being a human in Ridge City is not easy. Constant super-powered meta-human fights shake the foundation of everything and leave the mundane residents constantly on edge. Being a human with powers, however, makes life infinitely more complicated. This is why so many choose to hide their powers and play at being normal. Speaking of complicated, a team of Capes, the New Science Sentries, has recently discovered their friends and neighbors down the hall are secretly supervillains. It is time to confront the issue and get all the secrets out in the open. Unfortunately for everyone involved, the multi-dimensional menace known as Nexus has decided that he is bored and thinks that this reveal/ confession/ potential argument could be interesting, but he has decided that he will hurl this entire group of people into another world to have their discussion. Just for fun. The fact that they could completely muck up another world's dealings is simply an added bonus. Now Villain and Cape must work together to survive this other world and return home to their own realm. Good luck, and remember to put on a good show. Nexus is watching.
(Based off the Forging Hephaestus/ Villains’ Code series by Drew Hayes)

217 Alliance Outpost Salvage

Saturday 8 AM in 243 for 6 Hours
GM: Zach Morgan
Type: RPG
System: Cortex System/Cortex +
Edition: Cortex Classic
Players: 8
Provided: All characters provided by GM
Power Level: Veteran
Variations: Serenity
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

After the end of the war the Alliance placed a full blockade on the planet of Athens. For 6 years only Alliance Naval personnel have been allowed to land, ostensibly to cleanup hazardous materials and rubble left behind by the war. Recently access has been extended to previous residents and their families so that they can reclaim personal property, family heirlooms, and begin to rebuild. Which works out pretty solidly for the crew of Gideon since Mac’s been tipped by a friend about a regional Alliance outpost that wasn’t cleaned out to well when the Alliance originally pulled out. Should be plenty of intel on items of interest sitting around for the taking. An abandoned transport convoy. Ships not salvaged after engagements by Independent forces. An asteroid base that was raided by never properly searched and catalogued. Won’t know til someone checks the place out proper…

218 Prehistoric: Humaniod vs Dinosaur 2

Saturday 8 AM in 138 for 8 Hours
GM: Nick Matyas
Type: RPG
System: Pathfinder/Starfinder
Edition: Pathfinder 1e
Players: 5
Provided: Players must provide own characters
Power Level: 7
Variations: 20-pt buy; 23,500g, no third-party. Int <= 8. No reading/writing
Rules Knowledge: Expected
Game Content: Mature Themes

Prehistoric setting. Please bring a prehistoric themed PC. No intelligence based classes. Max Intelligence is 8. No reading/writing allowed. Flexible on the rules if you theme it prehistoric (e.g. if you have full plate, we’ll hand wave and say it’s bone armor and move on).

240 Burn The Witch

Saturday 8 AM on Hall Table 1 for 4 Hours
GM: Aiden Simon
Type: Board
System: Burn the Witch
Players: 15
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Step back into a dark part of our past when frenzy and paranoia dominated people's perception of ‘the other’, driving communities across medieval Europe to take extreme measures against their fellow man… or woman, as history would have it.

241 Twilight Imperium 4th edition

Saturday 8 AM on Ponderosa Table 1 for 12 Hours
GM: Matthew Chasm
Type: Board
System: Twilight Imperium
Edition: 4th
Players: 6
Provided: All materials provided by GM
Variations: Prophecy of Kings, Thunders Edge
Rules Knowledge: Experience Useful
Game Content: Very Complex

A game of galactic conquest in which three to six players each take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining.

242 First Annual Fergie Glorantha: The God's War

Saturday 8 AM on Ponderosa Table 3 for 5 Hours
GM: Eric Rauscher
Type: Board
System: Glorantha
Edition: Glorantha: The God's War
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Experience Useful
Game Content: Mainstream

Board game with miniatures based on Greg Stafford's Glorantha

243 Dice Throne Adventures

Saturday 8 AM on Sierra Table 2 for 3 Hours
GM: Roberto Godinez
Type: Board
System: Dice Throne
Edition: V1
Players: 4
Provided: All materials provided by GM
Variations: None
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Exploration, gold, treasure, upgrades, minions, boss battles, and even a shopkeeper named Rosella? Welcome to the battle against the immortal Mad King!

Dice Throne Adventures (DTA) is a cooperative expansion that allows up to 4 players to use the existing Dice Throne heroes in a brand new way. Work together over a series of game nights to travel from the Crimson Sands all the way to the Mad King's throne room. Your heroes will gain deck upgrades, but don't become overconfident. The King hasn't lost a single battle in a thousand years and he's eager for a real challenge.

All season 1 and 2 heroes, including Santa and Krampus, provided.
Website: /boardgamegeek.com/boardgame/281332/dice-throne-adventures

244 Settlers of Catan

Saturday 8 AM on Sierra Table 4 for 4 Hours
GM: Michael O'Hara
Type: Board
System: Settlers of Catan
Edition: Basic
Players: 6
Provided: All materials provided by GM
Variations: Basic + Cities and Knights, Scenarios
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Settlers of Catan with Expansion and Scenario

245 Eldritch Horror

Saturday 9 AM on Ponderosa Table 2 for 7 Hours
GM: Michael Skeen
Type: Board
System: Eldritch Horror
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Experience Useful
Game Content: Mainstream

You and your fellow investigators will travel the world attempting to defeat horrific monsters, face challenging encounters, and collect vital clues if you want to attempt to prevent an Ancient One from awakening. No pressure, but the fate of the world is in your hands!

251 Test of Honour Samurai Skirmish

Saturday 9 AM on Hall of Cities Table 1 for 4 Hours
GM: Clif Castle
Type: Historical Miniatures
System: Test of Honour
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

28 mm Samurai Skirmish. Each player will run 6-10 miniatures in a Samurai era fight

252 Winter 1941: T34 and Tank Riders vs Improvised, Hedgehog Defense

Saturday 9 AM on Hall of Cities Table 5 for 3 Hours
GM: Peter Bauer
Type: Historical Miniatures
System: Spearhead
Edition: 1
Players: 6
Provided: All miniatures provided by GM
Power Level: Introduction Game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Winter, 1941 T34 with tank riders tangle with improvised hedgehog defenses

253 Assimilation Target: Camp Khitomer - Star Trek Attack Wing

Saturday 9 AM on Hall of Cities Table 6 for 4 Hours
GM: Sam Slaughter
Type: Sci-Fi Miniatures
System: Star Trek Attack Wing
Edition: Classic
Players: 6
Power Level: Standard
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It is the zenith of the Dominion War, and the loss of life is catastrophic. However, a provisional cease-fire has been reached. At the historic site of Camp Khitomer, peace talks soon begin between the Federation, the Klingon Empire, the Romulan Star Empire and the Dominion.

A restricted escort of starships from each faction has transported their representative entourages to the conference. As per accord terms, all ships must then withdraw to the boundary of Khitomer’s solar system before the talks commence.

The summit has been shrouded in absolute secrecy, yet somehow the Borg Collective is aware. As the last escort ship takes position, a transwarp conduit appears on the edge of the system, a fleet of Borg vessels emerging from the aperture, on course straight for Planet Khitomer. If the ambassadors, high-ranking military and faction leaders are assimilated, the devastation that will follow will be immeasurable.

The Borg must be stopped by any and all means possible.

254 Battle Of Prokhorovka: July 12, 1943

Saturday 9 AM on Hall of Cities Table 17 for 6 Hours
GM: Greg Guth
Type: Historical Miniatures
System: KISS-Rommel
Players: 6
Provided: All miniatures provided by GM
Power Level: Moderate
Rules Knowledge: Experience Useful
Game Content: Mainstream

It is the Morning of July 12, 1943, and the German summer offensive to destroy the Kursk Salient, Operation Citadel, has been raging for 7 days. The II SS-Panzer Corps is approaching the third and final Russian defense line near the key rail junction of Prokhorovka. This forces Stavka, the Russian High command, to release their last major reserve, the 5th Guards Tank Army and initiate what is still one of the largest armored engagements in history. the Battle of Prokhorovka. WWII Eastern Front, 6mm using KISS-Rommel rules, rules will be taught.

219 Pinebox Middle School: The Crawling Queso

Saturday 10 AM in 139 for 4 Hours
GM: Scott Woodard
Type: RPG
System: Savage Worlds
Players: 5
Power Level: Seasoned
Variations: Pinebox Middle School
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Nothing beats a good, spicy queso, but when a mysterious ingredient finds its way into the kitchen of El Tejano Tex-Mex, all ‘jalapeno’ is about to break loose in Pinebox!
Website: /peginc.com/product-category/settings/pinebox-middle-school/

220 The Devil's Arithmetic, a Buckaroo Banzai Adventure

Saturday 10 AM in 140 for 6 Hours
GM: Michael Siverling
Type: RPG
System: Buckaroo Banzai
Edition: Nugget
Players: 7
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Interns of the Banzai Institute get caught between an ancient horror and a mystery from outer space.

221 Assault and Take-Down of Gornoth Horskun!

Game Cancelled

222 Mire's Edge

Saturday 10 AM in 142 for 6 Hours
GM: Scott Grimberg
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 6
Provided: Characters can be provided by GM
Power Level: 2
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Perched on the border of a steamy swampland, the settlement of Mire’s Edge has a number of problems. When they’re not contending with the heat and humidity, or fending off insect bites, supplies are going missing and strained relationships with neighboring lizardfolk settlements are frazzling nerves. Now merchants are being attacked, and sightings of strangely coordinated kobolds are leaving settlers afraid to leave their homes and inciting the lizardfolk to further violence

223 Alpengard Adventures

Saturday 10 AM in 143 for 4 Hours
GM: Phil Secg Benson
Type: RPG
System: Alpengard
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You’re invited to discover a new fantasy TTRPG!
Alpengard offers you a dynamic d30-based roll-high system along with unique gaming elements:
• Invoke pneuma—an energy pool that enhances your odds and fuels your powers.
• Enjoy character flexibility—tailor your abilities to match your character’s personality.
• Entwine magic objects to your soul so they grow with you throughout your quests.
• Use all your lifeskills, even cooking… kraken-kabobs anyone?
• Travel through the World of the Stonemeres or forge your own legendary world!
As Alpengard’s creator, I look forward to meeting you!
Website: /alpengard.com/

224 Avatar Legends: Kasedo Outpost

Saturday 10 AM in 145 for 6 Hours
GM: Jackson Gaydon
Type: RPG
System: Powered by the Apocalypse
Edition: Avatar Legends
Players: 5
Provided: Characters can be provided by GM
Power Level: Fresh Characters
Variations: 100 Years War Era
Rules Knowledge: Experience Useful
Game Content: Mainstream

During the Siege of Ba Sing Se, you and your companions left the city, intending to avoid Fire Nation attention. You arrive in Kasedo Village, a pitstop through a valley road, but the villagers there act peculiarly, despite their willingness to help you…
Website: /www.youtube.com/watch?v=bz0CGNQmnzA

225 The Crawl Into the Place of the Thing: River of Night

Saturday 10 AM in 146 for 4 Hours
GM: Adrian Romero
Type: RPG
System: Shadowdark
Edition: Shadowdark
Players: 6
Provided: All characters provided by GM
Power Level: 3-6
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Mini Dungeon Delving in the jungle and ancient ruins along the Black River using the extremely simple, fast, and fun Shadowdark, based on D&D 5e with all the boring bits cut out. These short delves are mostly by the game author and her talented collaborators. Pick from pregens – archaeologists, treasure hunters, and descendants of the ancients eager to reclaim their heritage – and we'll dive into dangerous choices! You can play this game more than once; there are many places to go, like ancient temples, magma lakes, incandescent grottoes, eerie glistening black monuments, and holes in the ground. There you will meet terrifying void beings, basilisk cultists, the bizarre skandrill, the proud and restless dead, the dream dragon, appallingly huge fauna and hostile flora, and reclusive researchers. My intention as DM is to offer a fast and fantastical game focused on creative choices at the table, with strong visuals and deadly stakes, rather than a lot of exposition or long investigative conversations. This game is great for both new and experienced gamers who can make bold choices and use their voice, and who fear boredom more than character death. If your character is slain, we’ll give you another and get you back into the action. Though we will talk lots about gruesome violent happenings, which might actually happen to player characters, there will be no discussion of adult topics or complex ethics. Therefore, this game is great for younger players who can handle horrible things happening to their characters and can keep focus at the table.
Website: /www.thearcanelibrary.com/collections/all/products/shadowdark-rpg-quickstart-set-pdf

226 Vengeance is Ours: Rise of the Raggers

Saturday 10 AM in 149 for 8 Hours
GM: Les Child
Type: RPG
System: Dungeons & Dragons
Edition: 1e
Players: 7
Power Level: Beginning
Variations: House Rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes

You're farmers kids. Raised to do chores and help with the running of the household. But today, you're adventurers. Six of the mightiest bravos to ever wield a stick (sword or mace), a long stick (lance) or even a rock. No scarecrow was a match for your band of heroes. But this day would end as no other. As the sunlight faded from the sky, it was time to head back to your village for supper. But as you crest the hill, you see your village, your homes, in ruins. Houses smoldering, livestock either dead or wandering, and bodies lying in the dirt road. Only the stone building that was the town hall remains standing. You stand for a moment, shocked by this sight, before rushing into town, shouting the names of your parents and siblings.

It was perhaps an hour later when you all gathered at the town hall, faces tear streaked and filthy, the blood of family slaughtered on your hands.

“They're gone, all of them.”

As one, you push against the door of the town hall, shoving aside furniture that was stacked up against it from the inside. Near the back you find Consular Evin the town leader. He sits on the floor, a black arrow protruding from his stomach, “so they didn't get you kids. Good. I thought myself safe until one got a bowshot through a high window at me.” His voice was ragged, and blood leaked from his mouth as he spoke, “they are the Black Avatar, marauders from the lands south. They are without mercy or conscience.”

“I'm done for, but perhaps you can mete out some justice for our people, or find someone who will.”

Consular Evin pulled a key on a leather string around his neck and tried to pull it over his head. He sat back, exhausted, “cut the damn thing and take the key to the basement. You'll have to move some desks to find the hatch. There are weapons and items you can use that were confiscated from criminals.”

He slumped sideways, his eyes barely open, “get justice or vengeance. Either will do.”

And with that message, the consular died, leaving six tired youths to contemplate what to do next.

227 Within the Charnel of Dreams

Saturday 10 AM in 232 for 6 Hours
GM: Andrew Hull
Type: RPG
System: Mothership
Edition: 1e
Players: 5
Provided: All characters provided by GM
Power Level: Starter
Variations: Convict and Management classes
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Shift 7: We're just one more screwed-up bunch of career crims, political dissidents, and other assorted scum. You've gotta mess-up hard to be doing all day and a night on this piece of junk mining installation, somewhere deep in the middle of nowhere. New Frontier Solutions, our lowest-bidder corrections vendor, has been running us Dusties until we drop. Nobody leaves 'cept by backdoor parole like that.

Now rumor says no more rations or meds are being shipped-down, and the heavy mining equipment is either being left to rust or shipped-up. Even the screws have been rotated out, and the replacements are vicious, trigger-happy, and dead-eyed. So someone said somebody found something maybe out at Pit Nebraska, but Shift 11 hasn't been seen since, and rumors don't mean nothing. Right?

So what gives? Is the corporation really cutting-their losses? Why would they install those new gas cylinders anyway? It's time to break out of this joint.

228 Ardanyan's Revenge

Saturday 10 AM in 234 for 8 Hours
GM: Christopher Mosier
Type: RPG
System: Earthdawn
Edition: 4th Edition
Players: 6
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

An Introduction to Earthdawn 4th Edition. You'll start out as Kaer dwellers and go from there. This is a premade adventure so no spoilers for other players. Some adult themes.

229 The Seal of Acheron

Saturday 10 AM in 237 for 4 Hours
GM: Mike Schmidt
Type: RPG
System: Daggerheart
Players: 6
Provided: Characters created at game
Power Level: 1
Variations: Release+Void
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Players are tipped off to a secret mound complex out in the wilderness and look to explore it.

246 Speakeasy

Saturday 10 AM on Sierra Table 1 for 4 Hours
GM: Bart Larrenaga
Type: Board
System: Speakeasy
Edition: 1
Players: 4
Provided: All materials provided by GM
Variations: None
Rules Knowledge: Experience Useful
Game Content: Mainstream

In this worker-placement and card-management game, you take on the role of one of those mobsters, managing and operating your very own speakeasy empire in Manhattan. To do so, you'll need to use all your cunning and resources to stay ahead of the competition. As you improve your operation, become more infamous, and upgrade to more lavish speakeasies and even casinos, you'll attract the attention of the outside mafia and the police. You need to use your leverage to keep your business running and receive your share from Lucky Luciano.
Website: /boardgamegeek.com/boardgame/375459/speakeasy

247 Alien: Fate of the Nostromo

Saturday 10 AM on Sierra Table 3 for 3 Hours
GM: Cael Hazard
Type: Board
System: Alien
Edition: First (only) Edition
Players: 5
Provided: All materials provided by GM
Variations: No variants. Standard rules only without the Ash character.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Note: This will be run as a learn-to-play for beginners or those who have only played a few times. I will not be using the Ash scenarios or Director's Cut. It may not require the full three hours but previous sessions with new players have taken that long as players like to discuss and coordinate their turns in this cooperative game.

In ALIEN: Fate of the Nostromo, players take the role of Nostromo crew members Ripley, Lambert, Parker, Brett, or Dallas. Over the course of the game, they collect scrap, craft items, and fulfill different objectives. The crew will lose and gain morale as they encounter the Alien and other situations. If crew morale reaches zero, players lose the game.

Each turn has two phases. In the Crew Action phase, players creep through the Nostromo's halls, gathering scrap, crafting items, trading scrap and items with other players, and using items and their special abilities. Brett, for example, can craft items with one fewer scrap than other players. If the Alien is within three spaces of the player with the incinerator, that player can use the incinerator to send the Alien back to its nest.

In the Encounter phase, players draw and resolve an Encounter card. The Alien could be lurking behind any corner...

Once the players fulfill their initial objectives, they face one of five final missions, each with a unique set of requirements. Players must fulfill the final mission's requirements simultaneously to win the game.
Website: /boardgamegeek.com/boardgame/332321/alien-fate-of-the-nostromo

255 These aren't the bots you're looking for

Saturday 10 AM on Hall of Cities Table 2 for 4 Hours
GM: David Reed
Type: Sci-Fi Miniatures
System: Galactic Heroes
Edition: second edition
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

The plans for the Empire's new Doom Moon have been stolen. Rebel forces have captured a robot with half the plans but must find the other robot which has the remaining half of the plans. Achieving that, the rebels must make their way a waiting ship and escape.

256 Assault on Echo Base

Saturday 10 AM on Hall of Cities Table 7 for 5 Hours
GM: Gregory Wong
Type: Sci-Fi Miniatures
System: SW-44, homebrew variant of Memoir 44
Players: 6
Provided: All miniatures provided by GM
Power Level: Beginners welcome
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

While this game depicts the Battle of Hoth, this is NOT the official Battle of Hoth game published by Days of Wonder. This game is based on SW-44, a homebrew variant of Memoir '44. Rules will be taught. Beginners welcome.

257 Battelstar Galactica: Left Behind

Saturday 10 AM on Hall of Cities Table 8 for 4 Hours
GM: Jeff Hiatt
Type: Sci-Fi Miniatures
System: Voidfighter
Edition: 1st
Players: 6
Provided: All miniatures provided by GM
Variations: Battlestar Galactica
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Battlestar Galactica Tactical Miniatures Scenario

A few civilian ships have been stranded after a failed FTL jump — their engines crippled and power reserves fading. Galactica has dispatched a squadron of Vipers and Raptors to defend the helpless vessels and get them back online before the Cylons arrive. But the Cylons are already here.

In this Voidfighter scenario, players command Colonial Vipers, Raptors, and Cylon Raiders in a desperate rescue and assault mission. The Colonials must escort their Raptors as they dock with the stranded ships to complete critical repairs, while the Cylons seek to destroy or capture the survivors. Expect fast-paced dogfights, tactical maneuvers, and cinematic space combat inspired by Battlestar Galactica.

This event accommodates up to 6 players and uses the Voidfighter ruleset, with customized stats and mission objectives for the Battlestar Galactica universe. No prior experience needed — rules will be taught.

258 The Return of Ymir - Mörk Borg

Saturday 10 AM on Hall of Cities Table 9 for 3 Hours
GM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: www.thereturnofymir.com

259 Battle of Eylau

Saturday 10 AM on Hall of Cities Table 10 for 7 Hours
GM: Jay White
Type: Historical Miniatures
System: Black Powder 2 (modified)
Edition: 2nd
Players: 8
Provided: All miniatures provided by GM
Power Level: Experienced
Variations: Minor house rules
Rules Knowledge: Experience Useful
Game Content: Mainstream

Battle of Eylau, 1807. This scenario represents the action on the southern half of the battlefield on the first day of the battle.
Website: /jayswargamingmadness.blogspot.com/2025/12/preview-battle-of-eylau-1807.html

260 Defense of Planet Galman

Saturday 10 AM on Hall of Cities Table 15 for 8 Hours
GM: Keith Holmes
Type: Sci-Fi Miniatures
System: Star Blazers Fleet Battle System
Edition: Second Edition
Players: 7
Provided: All miniatures provided by GM
Power Level: The willing
Variations: Yamato 2199
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In the year 2207, the Bolar Federation continues to attack the liberated planet Galman. The Gamilas military, with aid from the Space Battleship Yamato, defends the world from this latest attack. With newer ships the defense goes well, but the Bolar are persistent and brave. Will the defenses faulter, or will they hold?

261 Run through the Jungle

Saturday 10 AM on Hall of Cities Table 20 for 5 Hours
GM: Kevin Van
Type: Historical Miniatures
System: Charlie Don't Surf
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A 15mm Vietnam War game

271 A Night of Gold and Silver

Saturday 10 AM in Salon B/C for 6 Hours
GM Troupe: Redhouse Productions (Jordan, Louis & Amanda Abronson)
Type: LARP
System: GM Fiat
Players: 18
Provided: All characters provided by GM
Variations: Narrative, Modified Dreams of Dierdre
LARP Experience: Experience Useful
Game Content: Mainstream

Every year it seems the winters get worse. The grey skies show up sooner, banishing the fading sun with gently falling snow. The winds blow just a bit harsher, their teeth biting more easily through wool and fur that so easily used to keep them at bay. It takes longer for the icy grip to loosen on the land, letting desperate farmers out into the fields to sow the crops that will keep bellies full and famine at bay.

Or maybe not. Maybe things have always been this way and the quiet grumbling rumors are just the old-folks way of imagining how good everything used to be. After all, the flowers still bloom year after year. The potatoes, wheat, and barley still grow and nourish the land. The sun still shines, making its way undaunted past the clouds when they pass. Maybe the grim tidings mean as little as they always have. And true or not, tonight is the winter Solstice, the night to celebrate.

Tonight is the darkest night before the dawn. When the sun rises above the treetops tomorrow, summer will begin to slowly creep in and claw back the days. Tonight marks another year survived, and the turning of the tide in this season’s fight against the cold. What better reason to toast? What better reason for King and Queen, Honor and Belief Gholi to throw the grandest midwinter party in all the land on the Frell Family’s Concerto, a trade ship transformed for the evening into a veritable Floating Palace? Guests and representatives from all the most important noble families have shown up to schmooze, gain advantage, find love, and more than anything else enjoy being alive on the longest night of the year. What could possibly go wrong?

272 It Takes a Village

Saturday 10 AM in 1444 for 6 Hours
GM: J Hanju Kim
Type: LARP
System: Homebrew larp
Players: 12
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Family-Friendly
Genre: Modern fantasy
Costume Suggestions: Hogwarts-like robes optional

As Death Eaters take over Hogwarts, fleeing students come to a village with home-schooled witches and wizards. Will this be a safe haven or just spread the danger?

This is a larp that rethinks the Harry Potter world, set late in the first book series. Many villagers see Hogwarts as an indoctrination center and deathtrap for kids, and consider the magical ministries to be vile tyrants only a few steps better than the Voldemort regime. How will the villagers deal with the refugee students, and will they be safe?

This is an explicitly queer-positive and trans-positive larp.
Website: /darkshire.net/jhkim/rpg/larp/

273 Surreal Estate

Saturday 10 AM in 1445 for 6 Hours
GM Troupe: Team Woodbury (Ammy, Erik & Athena Woodbury)
Type: LARP
System: GM Fiat
Players: 18
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Modern and Mysterious
Costume Suggestions: Dress as a realtor or client in 2025

OPEN HOUSE - Saturday 11-4
Discover an exceptional opportunity in this penthouse suite. Experience elevated living in this sophisticated 2 bedroom residence with 1 1/2 baths. With views of the mountains and valley, this is a once in a generation opportunity to own in one of the premier buildings in the city. Fully renovated wtih new floors and designer touches throughout, this single level dwelling boasts easy walkabilility around the city and access to the pool and fitness center on site.
--
Is this the one? Is it finally your opportunity to get a decent price on a place? You've heard some things about the building, but you're not superstitious, and real estate is forever. Besides, after 3 years, you don't even have to disclose deaths on site in this state unless a buyer specifically asks. This place may be the perfect investment in your future.

Drop-In Hero Kids RPG: Plushie Adventure

Drop-in game; no registration necessary
Saturday 10 AM on Kids Room Table 3 for 4 Hours
GM: Bill Dash
Type: RPG
System: Hero Kids
Players: 4
Provided: All characters provided by GM
Power Level: Basic / intro
Variations: Basic game
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Similar to last year's Enter the Plushi-verse using the Hero Kids system, but this year I'll be running single-map adventures using the same plushie figures. NO ONE DIES! I'll try to keep each adventure to about 1 hour so I can run 3-4 adventures in my time block. GM provides all characters and materials. Kill monsters and steal their stuff! Prizes and treasure for the winners! Come on by Kids Room and let's play!

Drop-In Magical Kitties Saves River City

Drop-in game; no registration necessary
Saturday 10 AM on Kids Room Table 2 for 4 Hours
GM: Teri Keith-Torres
Type: RPG
System: FATE System
Players: 8
Provided: Characters created at game
Power Level: Beginner
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

River City is as near as your own backyard and as familiar as your mom's apple pie. The humans there don't even notice the terrible troubles that threaten their quiet town. Of course, that's because they're protected by magical kitties, on constant alert against mystical mischief!

Magical Kitties Saves River City is a cooperative Roleplaying game where you and your magical kitty friends work together using your powers to keep your beloved hometown safe and free of mayhem that lurks around every corner.

262 WW II Air Combat: Defending The Reich

Saturday 11 AM on Hall of Cities Table 19 for 6 Hours
GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's the Limit!
Players: 6
Provided: All miniatures provided by GM
Power Level: General gaming experience
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Take to the sky as a Luftwaffe fighter pilot attempting to shoot down American B-17s intent on bombing targets over Germany. Choose from a variety of fighter types, including Bf109s, Bf110s, Me410s, and FW190s. This is an open-ended game: Players can come and play anytime during the game's running time. Sky's the Limit! rules taught for those unfamiliar with the system.

Drop-In Guess List

Drop-in game; no registration necessary
Saturday 11 AM on Kids Room Table 1 for 1 Hour
GM: Marley Timmerman
Type: Board
System: Guess List
Players: 12
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Guess List is an easy-to-learn, fast-paced party game about making lists and guessing the “obvious” or hilariously missing it. Rounds are quick, exciting, and full of “how did I forget that!” laughter that you soon won't forget.

The active player (the Guesser) draws a topic like “things found at a park” or “sports without a ball.” The other players secretly write their own short list on the topic. When the timer starts, the Guesser blurts out as many things they can think of that fit the topic. If the Guesser says something on any player’s list, that player checks it off. Players score points for each item they've checked off their list, and the player with the most points wins!

301 ALL FOR ONE, AND IA IA CTHULHU FTHAGN!

Saturday Noon in 147 for 8 Hours
GM: Darin Owen
Type: RPG
System: D100 System/Call of Cthulhu
Players: 5
Variations: Some
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

As former Musketeers, you protected the body of Louis XIII. As members of The Ordre de la Fleur de Lys Noir, you protect France from her enemies both human, and eldritch. Gather all for a swashbuckling adventure of treasonous plots, arcane malfeasance, daring escapades, and confrontation with the Grand High Priest of France himself, Cardinal Richelieu.

302 Thulian Echoes, Part 1

Saturday Noon in 148 for 4 Hours
GM: Rich Fraser
Type: RPG
System: Cairn 2e
Players: 8
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

When Titus sacked Jerusalem, it is said that during the chaos an enterprising sorcerer made off with a King's ransom in silver and disappeared to far off Thule. You are going to find it.

PLAYERS WILL BE REQUIRED TO MAP AND TAKE NOTES FOR PART 2 TO SUCCEED.
Website: /www.worldanvil.com/w/details-and-data-jerry247/a/session-zero-and-primer-article

303 Eat Cake

Saturday Noon in 239 for 6 Hours
GM: Richard Robertson
Type: RPG
System: Fragged Empire
Players: 5
Provided: Characters can be provided by GM
Power Level: 2
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The first thing you notice is the red flashing lights as your eyes flicker open. You can barely feel your body as warmth slowly returns to you following your week-long cryogenic sleep. Heat is pumped through the gel that surrounds you, shifting it from freezing to comfortable. Turning your head slightly you catch a glimpse of a crew mate in a similar pod.

You have been asleep for a week and remember that you’re on your way to the Denovo IV space station in the outer reaches of the Haven system to trade supplies for a rare jump drive from a quirky Legion hermit named Margetz.

But of course, things are never that simple.

It is then that you notice that the blinking red lights are an alarm; there is an issue on the ship...

Fragged Empire:
“Your genetically engineered people are just now returning to the stars to usher in the dawn of a new age. Now is the time to reconnect with other forgotten species, explore war-torn worlds, combat ancient threats and forge new frontiers.”

Fragged Empire is a post-post-apocalyptic sci-fi setting where your people are just now returning to space following a century of hiding during the aftermath of a galactic war where the Nephilim and their X’ion master successfully defeated the Archons and their servile nations. It’s a universe that leans heavily into themes of cultural tension and exploration, with a dash of trans-humanism, nation-building, and a hope for a better future.

A typical game of Fragged Empire will see you and your friends take on the role of a character from one of eight core species. You will join together to form a ragtag band of misfits who travel around the sector in a spaceship, taking odd jobs and getting into trouble.

304 Beast Killer Project: Investigation

Saturday Noon in 240 for 4 Hours
GM: Lucia Ogle
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition 2024
Players: 5
Provided: Players must provide own characters
Power Level: Tier 2 (levels 5-10)
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

A modern fantasy, written by the GM. Lots of player improv and world-building encouraged.
It's been a couple of months since the famous conservation nonprofit was asking adventurers to go out into the wilderness to get genetic samples from monsters. You were some of the tougher adventurers in town back then, but with practice, experience, and a whole lotta cash paid to trainers, you've gotten even better at what you do. You thought you'd be done with all of the nonprofit's work... but just recently, you got a magical message back from them. Apparently, someone has stolen the result of your valuable work. The result of the conservation data you gathered is now in the hands of a dangerous thief who could sell it on the black market or do something else nefarious and illegal! You don't know what could be so important about this data that it would be stolen, but the company will pay you a whole lot of money to get it back. Plus, you have a claim on this data, so the police should leave you alone, right? Part two of the Beast Killer Project!

305 Rim Valley Rescue

Saturday Noon in 242 for 4 Hours
GM: Shannon Heavilin
Type: RPG
System: Dungeons & Dragons
Players: 6
Provided: Characters can be provided by GM
Power Level: 1st level
Variations: 5e Players Handbook only.
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

It has never happened in recorded history, but the volcano is erupting. Gauntlet Village is facing destruction. Heroes are needed to help the villagers escape and ensure everyone's safety. Set in a home style world similar to Forgotten Realms, this session is designed for a family friendly group of beginning players.

340 Heat: Pedal to the Metal DDC Grand Prix

Saturday Noon on Hall Table 1 for 4 Hours
GM: Samuel Pfister
Type: Board
System: Heat
Players: 8
Provided: All materials provided by GM
Variations: Advanced Play and Championship Systems plus Tunnel Vision and Heavy Rain Expansion Rules
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

The Heat: Pedal to the Metal DDC Grand Prix will see racers compete for the title of fastest formula one driver in the greater Bay Area. Using the Advanced Play and Championship Systems as well as Heavy Rain and Tunnel Vision expansion rules for Heat: Pedal to the Metal , racers will go head-to-head in five contests at tracks across the globe.

Rules can be accessed in advance here: https://www.daysofwonder.com/game/heat/
Website: /www.solitaryquest.net/

361 Come Out Fighting -- Pegu, 1942

Saturday Noon on Hall of Cities Table 4 for 4 Hours
GM: John Carnahan
Type: Historical Miniatures
System: Come Out Fighting
Edition: 1st
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Get in for Curs'd Captains new WW2 squad and tank game. This introductory scenario features a rare clash of British (Honey) and Japanese tanks at Pegu, Burma. 28mm; everything provided. This is a fast-play game & people new to historicals are encouraged to join.
Website: /www.kickstarter.com/projects/cursdcaptain/come-out-fighting

362 Fabian Recon Raiders

Saturday Noon on Hall of Cities Table 5 for 4 Hours
GM: Peter Bauer
Type: Sci-Fi Miniatures
System: Starguard!
Edition: 1st
Players: 6
Provided: All miniatures provided by GM
Variations: 50th Year Anniversary
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Fabian recon raiders on Furious Prime

Drop-In Kids' Room Miniature Painting Lessons

Drop-in game; no registration necessary
Saturday Noon on Kids Room Table 1 for 2 Hours
GM: Amy Dickerson

Join us for a painting lesson just for kids!

341 Legend of the Five Rings - Onyx Lives!

Saturday 1 PM on Ponderosa Table 3 for 4 Hours
GM: Andrew Heilborn
Type: Card
System: Legend of the Five Rings
Edition: Shattered Empire
Players: 8
Provided: Game materials can be provided by GM
Variations: Print & Play
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Iweko Dynasty is in ruins. A dark emperor sits on the throne. Three factions battle for the future of the Emerald Empire. Which banner will you choose?

Onyx Lives! Is a fan-driven effort to keep Legend of the Five Rings alive, accessible, and growing. This event is primarily focused on teaching the game as it stands, with new sets and new stories being released on a fairly regular basis.

I will have some decks to lend, but I encourage you to print and sleeve your own, as most of the charm of this game is playing against things you've never seen before!

Here's a link to the project page:
https://sites.google.com/view/the-onyx-lives-project/home
From there you can get access to the Discord page, which has all the people who work on the project, as well as a host of people who actively play the game on Sun & Moon (which has its own discord).
I look forward to seeing you at the event, and building decks on the discord channels!
Website: /sites.google.com/view/the-onyx-lives-project/home

363 Showdown at Fort Zinderneuf

Saturday 1 PM on Hall of Cities Table 13 for 4 Hours
GM: Nick Stern
Type: Historical Miniatures
System: Home Brew Fast Play Rules
Edition: N/A
Players: 8
Provided: All miniatures provided by GM
Power Level: Any
Variations: N/A
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

The French Foreign Legion are back defending Fort Zinderneuf against overwhelming hordes of Bedouin tribesmen. Can the tribesmen capture the fort before the relief column arrives? Presented in BIG SCREEN 54mm!

306 Prime Team Athena and the Orion Pirate Queen

Saturday 2 PM in 132 for 6 Hours
GM: Thomas Vallejos
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: Point Cost: 225 to 325
Variations: Minor for player enjoyyment
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Prime Team Athena, an elite Star Fleet unit of troubleshooters consisting of females has succeeded in capturing an Orion Pirate Queen from her base! Stranded on a planet after Orion pirates force your starship down, you and your fellow survivors have one goal: escape before they catch up to you. Three members of the Prime Team, the Orion Pirate Queen they captured, and the desperate scout ship crew, must deal with locals, forge uneasy alliances, and face the looming threat of the infamous Pirate Queen’s loyalists AND her rivals. There is also the Prime Directive to consider. The locals are primitive. Each choice you make—whom you trust, what you reveal, and how you fight—could determine your fate. Do you dare band together to survive, or risk striking out on your own in this race against time? Prepare for high stakes, shifting loyalties, and a chance at freedom… if you can make it off the planet alive. Set in the Star Fleet Universe, which is based upon Star Trek: The Original Series.

307 Dale Rats

Saturday 2 PM in 136 for 6 Hours
GM: David McCracken
Type: RPG
System: Pathfinder/Starfinder
Edition: Pathfinder 1e
Players: 6
Provided: All characters provided by GM
Power Level: 7
Rules Knowledge: Experience Useful
Game Content: Mainstream

The rats have returned to the Dale. Has the vampire returned as well? The position of rat catcher must be filled. Rumor: Rats as big as horses. Help!!!
I have run versions of this before.

308 Honey in the Rafters

Saturday 2 PM in 139 for 4 Hours
GM: Peter Hymel
Type: RPG
System: Mausritter
Players: 5
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It stands in the garden of an abandoned human-made shack. Blackened by magic and radiating strange energy. The cursed sunflower calls to all who come near.

You and your company of brave mouse adventurers have come from the town of Stumpsville in search of Blossom Butterball, a seed farmer who ran away to join the Cult of Sugar. Use your wits and cunning to bring her home, for your strength alone will surely not be enough!

Take up the sword and don the whiskers of a brave mouse adventurer in Mausritter, the rules-light fantasy adventure role-playing game. It's a huge and dangerous world out there, and it does not look kindly on a small mouse. But if you are very brave and very clever and just a bit lucky, you might survive.

309 Giant in the Forest

Saturday 2 PM in 143 for 8 Hours
GM: Tim Pelesky
Type: RPG
System: Kids on Bikes
Edition: 1st
Players: 5
Provided: Characters created at game
Power Level: Beginner
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Characters: Group of friends in elementary school who love Cryptiods and Urban Myths

Concept: It's the beginning of summer and there are reports of a giant creature creature roaming the woods. No one in your small Oregon town believe that. Wild Wilson though has seen the creature, sure he's a weirdo who lives in the woods and grows his own plants but he's reliable. You and your friends are claiming to stay at each other houses over the weekend but actually plan to go into the woods camping. Fame, popularity, respect, wealth all can be yours if you find proof of this creature. Time for the Club to hunt a monster in the woods.

310 Dread: Beneath a Metal Sky

Saturday 2 PM in 144 for 6 Hours
GM: June Harless
Type: RPG
System: Dread
Players: 5
Provided: Characters can be provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You and your ship crew have been tasked with investigating an abandoned freighter ship that has sent out an SOS signal in the middle of space. Yet, the ship is dilapidated and there seems to be nobody aboard despite the skittering you hear within the walls. A Sci-Fi horror adventure where you try to discover the secrets and mysteries of the abandoned freighter, without losing too many of your crewmates lives in the process. A diceless, jenga-based RPG system. Basic frameworks for characters provided, but players are encouraged to tailor their characters at game start.

311 Tales from the Loop: The Escapee

Saturday 2 PM in 146 for 8 Hours
GM: Charles Picard
Type: RPG
System: Year Zero
Edition: Tales from the Loop
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Do you remember when we found the Escapee? I think it was the year before you moved to Vegas. We’d just gotten back to school and he was hiding in the wings while we were auditioning for the school play. Trapped under that string of lights he looked like a lost puppy. Even after we somehow got him back to your place, I knew it couldn’t last. Whenever I drive by the high school, I think about how It all came to a head right before Christmas. My parents didn’t understand when I barely played with that Atari they got me. The whole thing still feels like a dream sometimes. But it still bothers me… do you think we made the right choice?
Tales from the Loop is a game set in a high-tech 1980s that never was. You play Kids who solve mysteries that the distracted adults in their lives don’t even notice.
Website: /toomuchcontent.net/

312 Cthulhu Trek

Saturday 2 PM in 231 for 6 Hours
GM: Gene Lancaster
Type: RPG
System: Star Trek Adventures
Players: 5
Provided: All characters provided by GM
Variations: Captain's Log version
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

New Players Welcomed!

The USS Kongo is trapped in the midst of a galaxy storm. The USS Yorktown is sent to investigate.

Communications cannot be established.
Tractor Beams are out of range.
Transporter use impossible.
A starship cannot be risked.

A Damage Control Team is sent via shuttlecraft to investigate!

Using the streamlined Captain's Log version of Star Trek Adventures by Modiphius, you will unravel the mystery of the Kongo, will you take the path of science or that of the mythos?

This scenario uses an interactive digital map of the USS Kongo, music, and sfx. Everything needed will be provided; pre-generated characters, dice, pencils, and other handouts.

313 Trouble in Treerivers

Saturday 2 PM in 236 for 4 Hours
GM: Jagger Kilmane
Type: RPG
System: The Sword Marches: Metal Sword & Sorcery RPG
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Frogmen are stealing babies from their cribs in the bustling frontier town of Treerivers. You're team of March Wardens are assigned to find the children and end the Frogman threat. But beware, all is not as it seems...
Website: /www.facebook.com/groups/248769670970431

314 The Darien Curse

Saturday 2 PM in 237 for 8 Hours
GM: Michael Blum
Type: RPG
System: Castle Falkenstein
Players: 6
Provided: All characters provided by GM
Variations: Minor, mostly regarding the use of magic
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The characters are asked to investigate the mysterious “Darien Oath,” discovered by Prof. Wedleycock just before his death. The oath may threaten all the sheep of Scotland!

315 Enter Castle Itsatrap

Saturday 2 PM in 241 for 6 Hours
GM: Liam Simon
Type: RPG
System: D20 System
Edition: Dungeons & Dragons 5E
Players: 5
Provided: Characters can be provided by GM
Power Level: 10
Rules Knowledge: Expected
Game Content: Mainstream

You saw the request on the board. The pay is really high for something this simple. All you got to do is check in on one of the high lords of Waterdeep who hasn't been seen in a while and make sure he's ok. Sounds easy...right?

316 Sumer Prime: I Like Tortles

Saturday 2 PM in 243 for 6 Hours
GM: Dylan Blair
Type: RPG
System: Dungeons & Dragons
Edition: 2024
Players: 5
Provided: Characters can be provided by GM
Power Level: 12th
Rules Knowledge: Experience Useful
Game Content: Mainstream

Congratulations! Your extended sea tortle family should soon grow; it is nesting season in Tortleguero. However, river giants poach the females in your community for tortle soup, and saber-toothed displacer jaguars also hunt your kind. Any hope for future generations may rely on an upcoming meeting with the president to discuss tortle protection. Can you save your loved ones while ensuring the diplomatic mission is a success?
Website: /sumerprime.com/sp11.html

342 Villainous!

Saturday 2 PM on Sierra Table 1 for 3 Hours
GM: Melinda Harvey
Type: Board
System: Villainous
Edition: All editions
Players: 25
Provided: All materials provided by GM
Variations: Only Disney Villainous
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

In Villainous, each player takes control of one of six Disney characters, each one a villain in a different Disney movie. Each player has their own villain deck, fate deck, player board, and 3D character.

On a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, conditions, and (for some characters) curses. You need to use your cards to fulfill your unique win condition.

364 Battle of Edgehill

Saturday 2 PM on Hall of Cities Table 1 for 4 Hours
GM: Robert Dailey
Type: Historical Miniatures
System: Command and Colors
Edition: Third
Players: 6
Provided: All miniatures provided by GM
Power Level: New players welcome, experience a plus
Variations: Ancients
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

25mm Miniatures battle of the English Civil War

365 The Return of Ymir - Mork Borg - Kids Game

Saturday 2 PM on Hall of Cities Table 9 for 3 Hours
GM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke

Note for parents:
• If your kid is playing, they need to be signed up.
• If you want to play too, then you need to sign up too.
• If you and your kid want to play together (meaning you jointly play a character together), only one of you needs to sign up
Website: www.thereturnofymir.com

Drop-In Monster Smash

Drop-in game; no registration necessary
Saturday 2 PM on Kids Room Table 2 for 2 Hours
GM: Teri Keith-Torres
Type: RPG
System: D6 System
Players: 8
Provided: Characters created at game
Power Level: Beginner
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

MONSTER ISLE is a large island where MONSTERS live. Unfortunately, the island has begun to shrink. It's a fight to survive! Players create your own MONSTER out of playdough. They can grow claws, spikes, treads or wheels, whatever they need to survive attacks. Roll the Dice. Fight other MONSTERS. SMASH to win! For ages 8 and Up!

366 Battle Of Prokhorovka: July 12, 1943

Saturday 3 PM on Hall of Cities Table 17 for 6 Hours
GM: Greg Guth
Type: Historical Miniatures
System: KISS-Rommel
Players: 6
Provided: All miniatures provided by GM
Power Level: Moderate
Rules Knowledge: Experience Useful
Game Content: Mainstream

It is the Morning of July 12, 1943, and the German summer offensive to destroy the Kursk Salient, Operation Citadel, has been raging for 7 days. The II SS-Panzer Corps is approaching the third and final Russian defense line near the key rail junction of Prokhorovka. This forces Stavka, the Russian High command, to release their last major reserve, the 5th Guards Tank Army and initiate what is still one of the largest armored engagements in history. the Battle of Prokhorovka. WWII Eastern Front, 6mm using KISS-Rommel rules, rules will be taught.

318 MacFrog: A Muppets Play

Saturday 4 PM in 134 for 6 Hours
GM: Joe Gannon
Type: RPG
System: Dungeons & Dragons
Edition: 5th (2024)
Players: 6
Provided: All characters provided by GM
Power Level: 11
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

“Scooter! Scooter!”

The diminutive stage manager looked up to see Fozzie Bear rumbling up to him. “Scooter, we have to get the gang together!”

Scooter flipped a page on his clipboard absentmindedly. “Isn’t it you and Kermit who usually get the gang together? What’s going on?”

Fozzie gulped and explained: “Well, you know how Sesame Street got cancelled and Kermit went to offer them a space atHenson Studios? That went really well, but as we were heading home, we came across these three weird Muppets, and they called Kermit a king, and Kermit has been acting really strange ever since.

Scooter turned toward Fozzie and lowered his clipboard. “Fozzie, it’s really important that you tell me exactly what the weird Muppets said.”

Fozzie looked up, looking for memories in the air. “Ok, let’s see. They were all standing around a big pot, and they each spoke in turn…

“Hail Kermit, thane of the Muppets”

“Hail Kermit, thane of Sesame Street”

“All Hail Kermit, that shall be king hereafter”

Scooter sighed. “Ok, Here’s the plan. You go get the gang together. I need to find someone who’s not a man born of woman, and someone who knows how to move a forest. I just hope there’s some way out of this without losing our favorite frog.”

*Note: This is the Mainstream version of this game. All are welcome, but parents should know that we'll be sticking to the Mainstream guidelines outlined in the Game Policies.

319 Tales from Tulket: Dragonfall

Saturday 4 PM in 137 for 6 Hours
GM: Lucas Kotowski
Type: RPG
System: LEGACY System
Players: 6
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This adventure will take you on a whirlwind chase through the island of Dragon’s Landing, pursuing a strange dragon-kin and the mastermind threatening to bring doom and destruction to the people of the island! It is a story about betrayal and learning what the world demands of heroes.

You will be playing as an Acolyte of the Dragon Riders of Tulket, learning your responsibilities and developing your skill on an island far removed from the mainland troubles. Unfortunately, trouble has come to Dragon's Landing to stay. You must be quick, decisive and willing to brave unknown danger if you want to save anyone.
Website: /linktr.ee/legendarybucket

320 The Gates of Disorder

Saturday 4 PM in 140 for 8 Hours
GM: Stephanie Carter
Type: RPG
System: Dungeons & Dragons
Edition: 5th (2025)
Players: 8
Provided: All characters provided by GM
Power Level: 7
Rules Knowledge: Expected
Game Content: Mature Themes

Drift through eerie dreamscapes, where your thoughts are not your own, and nightmares bleed into reality. Shadows twist with alien logic, landscapes shift and melt beneath your feet, and strange, writhing forms reach into your mind, hungering for more than flesh. Every thought feels hostile, every moment uncertain, and the line between sanity and madness dissolves. Try to survive, as each moment threatens to be… mind-blowing. Content warning: lots of exposed brains, and the slurping thereof!

321 Once Upon a Time in Neo Mexico

Saturday 4 PM in 141 for 6 Hours
GM: Gary Fleming
Type: RPG
System: Dungeons & Dragons
Edition: 5th
Players: 8
Provided: Characters can be provided by GM
Power Level: 5
Variations: Post-Post-Apocalypse Wild West. Low magic, but not no magic.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Hundreds of years ago The Event nearly wiped humanity from existence. The devastation was so complete that none who survived could even be certain what it was, let alone the cause.

You are hired as part of an ambitious scientific expedition to solve this riddle once and for all. Much like all modern science this will involve traveling across The Kingdom of the Four Corners and into White Sands a scorching desert controlled by roving nomads, religious fanatics, and no less than three concurrent wars and finally into the Forest of Thorns, a cursed land from before recorded history.

For those who survive the rewards will be plentiful. Fame, fortune, scientific acclaim, possibly even internship credit towards your major!

Based on After The End, and A Canticle for Leibowitz, classic dungeon crawling in the Wild West... except with wizards.

322 The Perilous Plans of the Professor Power

Saturday 4 PM in 142 for 8 Hours
GM: Don Satow
Type: RPG
System: Hero System
Edition: 5th or 6th edition
Players: 6
Provided: Characters can be provided by GM
Power Level: 12d6, 8 CVs, 5 Spd, Commensurate defenses
Variations: No Find Weakness / Lack of Weakness
Rules Knowledge: Experience Useful
Game Content: Mainstream

Prideful Professor Power plans plenty of perilous possibilities for powerful protagonists to prevent poor predictaments to the people.

323 Dogs of War

Game Cancelled

324 The Quest to Save Locrys

Saturday 4 PM in 148 for 4 Hours
GM: Colin Fowler
Type: RPG
System: Legend in the Mist
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A Doom approaches! The idyllic hamlet of Locrys has stood prosperous and peaceful for generations, both protected and sustained by the Lakeswell around which the settlement formed. But an insidious iridescence pollutes the water supply, and dark veins pierce the crystalline forests to the north. You and your fellow brave townsfolk must find the source of the infection and put it to rest to save your home from an uncertain fate.

Legend in the Mist is a narrative roleplaying game designed to support story-driven rustic fantasy games. It uses the Mist Engine to marry narrative and mechanics, letting the characters’ narrative strengths and weaknesses influence their mechanical actions. Combined with the classic 2d6 dice roll and three-tiered outcome from the Powered by the Apocalypse engine, Legend in the Mist flexibly provides engaging, narrative-driven gameplay.

325 Night City Nostalgia

Saturday 4 PM in 230 for 8 Hours
GM: Brett Lawson
Type: RPG
System: Cyberpunk
Edition: Cyberpunk Red.
Players: 6
Provided: Characters created at game
Power Level: Mid level movers.
Variations: Night City source-book from2020
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

'This is no side quest, this is your life punk.' Unscripted for maximum player agency. Make characters, use life-path to generate personal objectives and play rogue like in the classic Night City sandbox. Playable workshop. New players and especially new GMs welcome.

326 Dungeon X-Treme

Saturday 4 PM in 232 for 6 Hours
GM: Matthew Hazen
Type: RPG
System: Pathfinder/Starfinder
Edition: 1st edition
Players: 5
Provided: Characters can be provided by GM
Power Level: 10th
Variations: Core Rulebooks Only
Rules Knowledge: Expected
Game Content: Mainstream

Part game, part battle, all action! Do you have what it takes to be a Dungeon Diver? We're looking for exceptional and supernatural phenoms to assault our dungeon and walk away covered in glory and riches. If your Pathfinder 1st edition character sheet says level 10, or you just want to play one, prepare to dive into an exciting and playful dungeon crawl with modern twists including musical themes and opportunities for brand exposure. Our sets are immersive, state of the art, and guaranteed to entertain. So if this sounds like a hilarious good time to you, sign up now. And I look forward to seeing you in the Arena!

327 Dolmenwood X Shadowdark

Saturday 4 PM in 238 for 6 Hours
GM: Anthony Ehara
Type: RPG
System: Shadowdark
Players: 5
Provided: Characters can be provided by GM
Power Level: 4-6
Variations: Pulp Mode + OSE/OSR + Deathbringer
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dolmenwood X Shadowdark

328 Bronze Before the Gods

Saturday 4 PM in 240 for 6 Hours
GM: Stephen Sabram
Type: RPG
System: Dungeons & Dragons
Players: 8
Provided: All characters provided by GM
Power Level: 5
Variations: Bronze age period, limited armor and weapns
Rules Knowledge: Experience Useful
Game Content: Mainstream

Chosen to represent their city in the legendary Olympic Games, the heroes set out on a perilous journey across land and sea to ancient Athens. Along the way they face trials drawn from Greek myth—capricious spirits, divine omens, and rivals driven by ambition. As the Games reach their climax, mortal pride draws the gaze of the gods themselves to deliver divine judgment.

Will the heroes uphold honor, defy fate, or stand witness as hubris is crushed beneath immortal bronze? Bronze Before the Gods is a mythic, roleplay-rich D&D 5E one-shot blending travel, competition, and divine consequence in a classic Greek epic.

This is an Athenian, sword and sandals, Bronze age adventure (characters level 5, pre-rolled, equipment character sheets provided for play with individual illustration and background story)
Website: /www.linkedin.com/in/stevesabram

329 Reaver's Rhapsody

Saturday 4 PM in 242 for 4 Hours
GM: John Jones
Type: RPG
System: Mörk Borg
Edition: Wasteland Degenerates
Players: 6
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Downside.

A large, strong-looking woman dressed in chain-secured biker leathers sits down at your table and surveys you and your degenerate associates. “I am Tunguska,” she says, simply. “I have job for you. 500 chips each.” Ah yes, the job offer. The downside of Arkady City. You can stay here, but only as long as you agree to do their shit work.

The Job.

The heir to the Gas King's throne, Zoya, has run off to find herself. Normally this is fine and expected among Gas Hog scions, because independence is encouraged. But they always keep tabs, and this time Zoya went off the grid near a Federal oil field. The Gas King can’t afford a confrontation with the Federal Remnants right now, so you are the lucky doofs that get to go investigate.
Website: /www.kickstarter.com/projects/wastelanddegenerates/wasteland-degenerates-a-hardcover-ttrpg

330 Tamir & The Palace of Dreams

Saturday 4 PM in 244 for 6 Hours
GM: Kris Miller
Type: RPG
System: Year Zero
Edition: Coriolis
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Portal jumps are routine between the star systems of The Third Horizon. But Djinn live in the Dark Between the Stars and prey on the minds and dreams of travelers. The crew and passengers awaken from stasis to find their ship damaged. The only refuge is an asteroid palace that is not on the charts...
Website: tactics-0.org

343 Theurgy with Hungry Gamer

Saturday 4 PM on Hall Table 1 for 3 Hours
GM: William Brown
Type: Board
System: Theurgy
Players: 2
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Play Theurgy with Hungry Gamer

Theurgy is a classic area control strategy game in which you must carve out your territory and undermine the territory belonging to your rivals. However, to achieve this, players must also manage and draft cards wisely. By performing incredible miracles, unleashing epic combinations of monsters, and cleverly utilising their deity’s unique power, players can find ingenious ways to give themselves a surprising edge.
Website: /boardgamegeek.com/boardgame/295368/theurgy

346 Illuminati

Saturday 5 PM on Ponderosa Table 3 for 4 Hours
GM: Tony DeMaria
Type: Card
System: Illuminati
Edition: Latest edition
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

The game has ominous secret societies competing with each other to control the world through various means, including legal, illegal, and even mystical. It was designed as a tongue-in-cheek rather than serious take on conspiracy theories. It contains groups named similarly to real-world organizations, such as the Society for Creative Anachronism and the Symbionese Liberation Army.

347 From the Moon

Saturday 5 PM on Sierra Table 2 for 4 Hours
GM: CJ Bridges
Type: Board
System: From the Moon
Edition: Kickstarter
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Experience Useful
Game Content: Very Complex

Help humanity escape the moon by gathering supplies and loading up shuttles! This engine builder features medium-high complexity and light to moderate interactivity, as well as the most awesome oversized rovers you'll play with all day!

Teaching/Playthrough: https://www.youtube.com/watch?v=ljdPRpa8lEQ
Website: /boardgamegeek.com/boardgame/353745/from-the-moon

367 Quar Tractor Assault

Saturday 5 PM on Hall of Cities Table 5 for 6 Hours
GM: Andrew Walters
Type: Mixed-Genre Miniatures
System: New/Unreleased
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Crusaders have amassed a battalion of tractors to breakthrough enemy lines. They'll need to clear the forward trenches so their infantry can advance, and get through the reserve trenches to destroy supplies and artillery. Defenders will need to stop them with guns, mines, and good old close assault.

401 Night Train II: For Whom the Whistle Blows

Saturday 6 PM in 138 for 6 Hours
GM: Michael M Kelly
Type: RPG
System: Savage Worlds
Edition: Deadlands: the Weird West
Players: 5
Provided: All characters provided by GM
Power Level: Seasoned
Rules Knowledge: Experience Useful
Game Content: Mature Themes

Due to the combined effort of the Agency and the US Territorial Rangers, the terror of the infamous Night Train(s) was neutralized by the end of the Great Rail Wars. Nearly ten years later the vampiric horror of the Night Train threatens to rise once again. Can an isolated posse stop it before it spreads like wildfire across the entire Weird West?

402 The Creeping Eye

Saturday 6 PM in 139 for 4 Hours
GM: Peter Bauer
Type: RPG
System: Traveller
Edition: Mongoose first edition
Players: 8
Provided: All characters provided by GM
Power Level: Introduction Game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This ad for a traveler adventure will be 40 years after the virus, and may introduce players to the dangers that come from deep space.

403 Clonies II: The Thing in the Storeroom

Saturday 6 PM in 149 for 6 Hours
GM: Dan Curtis Johnson
Type: RPG
System: Tales from the Loop
Edition: PARANOIA
Players: 6
Provided: Characters created at game
Variations: Alpha Complex
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Those quirky future citizens of KID Sector are back with another problematic field trip! Every junior clone understands that, as they finish creche training and graduate into INFRARED Clearance, growing up will bring many changes. But after this latest visit to R&D, the Clonies' strange new friend may be causing more changes than Friend Computer will be okay with! How far will you go to keep a secret? Clonies never say die!

404 The Empty Room

Saturday 6 PM in 234 for 6 Hours
GM: Alan Alexander
Type: RPG
System: Storytelling System/New World of Darkness
Edition: Chronicles of Darkness
Players: 6
Provided: All characters provided by GM
Power Level: Beginners welcome. Age 18+ (Mature themes)
Variations: Some house-rule modifications
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Six college kids enter an empty room. That's it. Just an empty room. And then the nightmares start. Modified Chronicles of Darkness rules. Up to 6 players. Pregenerated characters will be available.

405 Shadows Over the Quinceañera

Saturday 6 PM in 236 for 6 Hours
GM: Saul Morales
Type: RPG
System: Year Zero
Players: 6
Provided: All characters provided by GM
Variations: Tales of the Old West
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Your are all recent arrivals to this small town in New Mexico called Piedras Rojas(Red Rock). from 2 to 6 weeks. You have all befriended the Sheriff, Cahill. Sheriff Cahill has gathered you all to his office early Monday morning. A body was found and he needs you all to find who killed him. A man from a prominent ranching family, the Quinteros.
That same family is planning a Coming of Age celebration for one is the youngest daughters this Saturday. The Quinteros have family coming form surrounding states and Mexico. Its imperative that you find the killer before anger and drink make the extended family too impatient for the law. They will seek justice which will only end in bullets and bloodshed.

406 The Magnus Archives: The Weight

Saturday 6 PM in 239 for 6 Hours
GM: Matt Steele
Type: RPG
System: Cypher System
Edition: The Magnus Archives
Players: 5
Provided: All characters provided by GM
Power Level: 1st Tier
Variations: N/A
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Cynthia Dalton's statement describes an unnatural compulsion that overtook her after her mother passed, forcing her to let her apartment fill with trash, trapping her inside, and almost crushing her with the weight of it all. The follow-up leads investigators from the Magnus Institute leads toward the cause of the compulsion and in conflict with the entity behind these — and other — horrific events across everyday London.

413 Psycotronic Double Feature

Saturday 6 PM in Monterey for 6 Hours
GM: Todd Evans
Type: RPG
System: Tarot Homebrew
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Your Hosts, Count GoddTodd and Renata Mistress of The Damned present a Psycotronic Double Feature of 2 Thrilling Tales of Terror!

1: Tower Ward
Host: Count GoddTodd
Five mysterious patients have been admitted to the the Amnesia Ward of Arkoff Castle Insane Asylum. The head nurse in charge of The Tower Ward has devised new, unconventional methods for exploring the patients suppressed traumas. By the night's end will they all leave the Toward Ward cured, or maybe we should really be asking, Will any be left alive?

2: She Devils of Venis Rising
Hostess: Renata Mistress of the Damned
Five intrepid astronauts are on an interplanetary journey to explore the outer reaches of the universe when a mysterious ray causes their ship, the F1-5, to crash land onto the mysterious third moon of Venus, Xanara. Your heart will rave as this band of brave space explorers discover the moon's dark mysteries and what might be considered the greatest threat to mankind!

The management of The Theater of Mystery kindly asks patrons to observe the following rules:

- Please do not use cell phones inside the Theater.
- No outside food is permitted. The management will provide treats and beverages, and there will be an intermission between features.
- No one will be admitted into The Theater of Mystery once the featured attraction has started.

440 Axis & Allies: Island Empires 4X

Saturday 6 PM on Sierra Table 1 for 4 Hours
GM: Luis Martinez
Type: Board
System: Axis & Allies
Edition: Milton Bradley 2nd Ed
Players: 5
Provided: All materials provided by GM
Variations: Homebrew variant
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Homebrew variation of classic 1980's Axis & Allies. Players start on a single Island and grow their empire employing the 4Xs: eXplore, eXploit, eXpand, and eXterminate.

441 Obsession

Saturday 6 PM on Sierra Table 3 for 3 Hours
GM: Nicholas Battjes
Type: Board
System: Obsession
Edition: First, I think?
Players: 4
Provided: All materials provided by GM
Variations: Base Game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Like Downton Abbey, Bridgerton, Pride & Prejudice, and English people being petty in general? This is the game for you.

You are the head of a down-on-their-luck noble family in Derbyshire. The talk of the county is the recent arrival of the newly-orphaned son and daughter of the fabulous Fairchild family, worth 20,000 pounds a year! Compete against your neighbors to woo the fairchilds, develop your estate and reputation, and become the most prestigious house in the county!

Obsession is 4-player tableau-and-deck-builder with an incredible marriage of theme and mechanics.

451 Taking Down the Force Field

Saturday 6 PM on Hall of Cities Table 2 for 4 Hours
GM: David Reed
Type: Sci-Fi Miniatures
System: Galactic Heroes
Players: 4
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

With the plans for the Doom Moon in hand, a weakness was quickly found in the Imperial design. The Moon has a force field protecting it. The generator station has been found and a group of plucky rebels just needs to blow it up using a nova bomb.

452 Showdown on the Streets of Deadwood

Saturday 6 PM on Hall of Cities Table 10 for 6 Hours
GM: Daniel Kerrick
Type: Historical Miniatures
System: What a Cowboy
Players: 8
Provided: All miniatures provided by GM
Power Level: 21+ Adults only Please
Rules Knowledge: Expected
Game Content: Mature Themes

The year is 1876, and Deadwood is a town on the edge of law and chaos. Nestled deep in the Black Hills of South Dakota, Deadwood has become a haven for gold miners, gamblers, and outlaws alike. With no official law enforcement to speak of, the town has attracted some of the most dangerous criminals in the West—desperate men and women looking to strike it rich or escape justice.
Now, in the heart of Deadwood, the streets are set to become a battleground. The Sheriff and his deputies have barricaded themselves in the saloon, while the outlaws prepare for one final, blood-soaked showdown. The sun is setting over the horizon, and the tension is palpable—only one side will walk away victorious, while the other will be left in the dust. Who will claim Deadwood as their own? The law or the lawless? The clock is ticking... and the first shot will decide it all.

471 Socialites, Sinners, and Shades

Saturday 6 PM in Salon B/C for 6 Hours
GM Troupe: ADHD Bandits (Rebeka Trubowitch & Lydia Black)
Type: LARP
System: GM fiat
Players: 14
Provided: All characters provided by GM
LARP Experience: Experience Useful
Game Content: Mature Themes
Genre: Light horror/intrigue
Costume Suggestions: Turn of the century clothing/1910s

It’s 1910 in San Jose and you have been invited to the house of the reclusive Sarah Winchester for a seance unlike any other. She hasn’t allowed anyone but her servants inside in four years, ever since the 1906 San Francisco earthquake. This party is sure to be the event of the season in this agrarian little town. Your fellow visitors at the mansion will be socialites, members of the press, world renowned spiritualists, and experts in the occult. Are you there to speak with a long lost loved one? To see and be seen by the well to do? Everyone has their reasons for coming tonight, and when the clock strikes midnight, the spiritual realm will awaken.

472 LARP: The Stars Whisper

Saturday 6 PM in 1444 for 4 Hours
GM: Michael Cohn
Type: LARP
System: Freeform
Players: 13
Provided: Characters created at game
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Philosophical parlor LARP
Costume Suggestions: No costumes required, or dress in whatever makes you feel like a star (like, in the sky)

_The Stars Whisper_ is a quiet, minimalist, philosophical parlor LARP in which you play a star in a constellation, looking out at the universe over the eons. You and your fellow stars will ponder topics like ethics, friendship, and the nature of truth, and try to help each other find answers.

This gave may provoke feelings of serenity, joy, frustration, grief, and loss. There are usually moments of humor and absurdity. It is almost certainly the most quiet, pensive experience you will have at this convention.

473 Vampire Flat Meeting

Saturday 6 PM in 1445 for 3 Hours
GM Troupe: Antonio Morton
Type: LARP
System: Freeform-Improv
Players: 7
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Horror Comedy
Costume Suggestions: However you feel a vampire looks. Use the character descriptions as inspiration

A flat composed of five Vampires, one familiar, and one werewolf has their monthly meeting where they bring up grievances, discuss issues, and vote on changes to the flat rules. A very silly LARP for seven players, heavily inspired by What We Do in the Shadows.

Character Descriptions:

Ahmet the Silent: a very old and venerable vampire. Was recently manoeuvred out of the local Vampire Council. Struggles with any technology more recent than the printing press.

Camilla di Medici: a slightly younger vampire who is good with computers.

Charlie “Rover” Smith: a werewolf who was run out of the pack in Dunedin and isn't welcome in the Christchurch pack. Asked for and was grudgingly given asylum from the Vampire Council.

Genevra the Unholy: an older vampire who struggles to deal with the modern world. She spent a while in the mid-1900s as a cult leader and is embarrassed by this. Camilla’s partner.

Golden Eyed Tristram: a fairly old and very special vampire who can survive in daylight for short periods of time.

Ronnie Henderson: the newest resident and youngest vampire.

Zoe Hernandez: a human familiar who works for Ahmet the Silent.
Website: /inveighedwrites.com/

442 Light Speed Arena

Saturday 7 PM on Hall Table 1 for 1 Hour
GM: William Brown
Type: Board
System: Light Speed Arena
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

A real-time tabletop shooter in which you aim with your tiles and take a smartphone picture to let the app unfold the battle for you. As the roar of the crowd resonates, the arena is lit with the brilliant glow of sponsor ads: Pick your faction and step into battle. Tactically place and orient your spaceships to score the most points by taking down enemy vehicles, collecting mineral units from asteroids, and impressing the game sponsors.
Website: /boardgamegeek.com/boardgame/400498/light-speed-arena

407 Angel Song Caverns

Saturday 8 PM in 132 for 6 Hours
GM: James Mathews
Type: RPG
System: Cthulhu Dark
Players: 5
Provided: All characters provided by GM
Power Level: Average Human Athlete
Variations: Character options of varied genders and ethnicities.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Just beyond the town of Seraphim Falls are the Angel Song Caverns, a labyrinth of stone renowned for a haunting windy song that echoes through its depths. The sound drifts and swells like a living thing, as though the earth itself were singing to those who dare to listen.

Six months ago, a powerful earthquake tore open a sealed passage, revealing a vast and previously unknown section of the caverns. Eager to chart the discovery, a team of experienced guides mounted an expedition into the uncharted depths. None of them ever returned.

Four weeks later, a second party followed. They emerged alive—but shaken. Several members reported overwhelming psychological distress. Whatever lies below - it is not welcoming.

Now, despite these previous events, you and your team are heading in. Each of you is a veteran caver, drawn by curiosity, duty, or perhaps obsession with the unknown.

Ahead lies a descent into unbroken darkness, where eerie songs coil through the air—and where something in the depths may have developed a taste for human life.

408 Learn to Play Dungeon Crawl Classics -- DCC RPG DEMO

Saturday 8 PM in 136 for 4 Hours
GM: Jon Wilson
Type: RPG
System: Other
Edition: Dungeon Crawl Classics
Players: 6
Provided: Characters can be provided by GM
Power Level: 2nd Level
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

When should a Wizard Spellburn? How do you perform a Mighty Deed? What makes the Halfling so Lucky? Come play a short scenario and get to know the DCC RPG!
Website: www.goodman-games.com

409 Rott Jaeger - Hunt the Rotting Dead

Saturday 8 PM in 144 for 6 Hours
GM: Randy Angle
Type: RPG
System: GrymmSpork™
Players: 6
Provided: Characters created at game
Power Level: Low
Variations: Rules-lite, D20 Roll High, Humorous
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Bring a sense of humor for this slapstick and grimdork escapade of goblins, witchcraft, steampunk, and fairytales. Nothing is sacred. No character is too silly. Expect shenanigans. A curse plagues the realm and only the bravest heroes, or foolish bumblers, can hope to stop these Rotting Dead who want to eat BRAINS! Find out what is causing this eldritch curse and put a stop to it... or die trying.
Website: www.grymmspork.com

410 The Haunted Shore

Saturday 8 PM in 147 for 4 Hours
GM: John Lynch
Type: RPG
System: Year Zero
Edition: Vaesen
Players: 5
Provided: All characters provided by GM
Power Level: All players will start with brand-new investigators
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Society has been summoned to the Adriatic island of Vis to help sort out a minor problem: Ghosts are haunting its shore, threatening the living!
Can the investigators discover the cause of the problem and put the ghosts to rest before a tragedy happens?

The Haunted Shore is a mystery for the Vaesen TTRPG. Players take on the role of 19th century supernatural investigators, tasked with following clues and facing danger to protect both the mortal and magical worlds from ruin. The story will potentially include themes of death, murder, and the violence of war. No experience with the Vaesen system is required. The GM will supply pregenerated characters.
Website: /riddleandrook.com/

411 Hold Back the Dead

Saturday 8 PM in 148 for 4 Hours
GM: Daniel Santellan
Type: RPG
System: Dungeons & Dragons
Edition: 5E
Players: 6
Provided: All characters provided by GM
Power Level: 4
Variations: 2024
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Your party has finally arrived at the keep. Fog has billowed in... Now the only thing left to do is Hold Back the Dead... For as long as you can... If you can...

412 Dialect: a Game of Language and How it Dies

Saturday 8 PM in 231 for 4 Hours
GM: Ian Brown
Type: RPG
System: Dialect
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dialect is a storygame RPG where we will play as members of an isolated community. We will be developing their dialect, creating words and phrases according to prompt cards and using our new dialect in-character in roleplaying scenes. Over time, the community will be eroded by disasters or dominating neighbors and we will try to save what pieces we can as our new culture crumbles away. I will teach the game and we will create characters together at the start of the session. The game has very simple rules but is heavy on improv.

443 Battle for Greyport (Advanced Game)

Saturday 8 PM on Hall Table 1 for 3 Hours
GM: William Brown
Type: Board
System: Battle for Greyport
Players: 3
Provided: All materials provided by GM
Variations: Hard mode for returning players
Rules Knowledge: Expected
Game Content: Mainstream

Hard mode for players already familiar with Battle for Greyport. THIS IS NOT A TEACHING GAME

444 Lords of Hellas

Game Cancelled

453 The Return of Ymir - the Vendors Game

Saturday 8 PM on Hall of Cities Table 9 for 3 Hours
GM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

**The vendors never get to play, so if you are vendor, this game is for YOU**

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: www.thereturnofymir.com

501 Curiouser and Curiouser...

Sunday 8 AM in 132 for 8 Hours
GM: Stephanie Carter
Type: RPG
System: Dungeons & Dragons
Edition: 5th (2025)
Players: 8
Provided: All characters provided by GM
Power Level: 7
Rules Knowledge: Expected
Game Content: Mature Themes

Tumble down into a land of madness, where the smell of roses and stale tea wafts on the breeze, riddles echo from the shadows, and you’re running so late that your watch starts to hiccup! Logic and proportion give way to perilous nonsense, and the twisted path will make you lose your way, or perhaps your mind... At the heart of it all, the red queen awaits with a temper as sharp as her crown. Every step twists reality, every choice carries risk, and nothing is what it seems. Everything wants to see just how far you'll fall…

502 Into the Mystic's Eye

Sunday 8 AM in 134 for 8 Hours
GM: Erik Alfkin
Type: RPG
System: FATE system
Edition: Accelerated
Players: 8
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A new moon appears in the daytime sky, blazing red, burning all living things as it ever so slowly traverses the world. Forests ignite, rivers dry up, and magic becomes unreliable.

503 A Familiar's Quandry

Sunday 8 AM in 136 for 6 Hours
GM: Jeff Boles
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2024
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Experience Useful
Game Content: Family-Friendly

The wizard of Taberknack Tower is known to care dearly for his familiars. We begin our adventure on the first floor of the wizard's tower, which functions as Mister Taberknack's workspace. You watch as the old wizard dips a ladel into a cauldron. He pours a heaping scoop of a steaming, iridescent liquid into a wide-mouthed potion bottle. A salute to the longevity and pursuit of animal-kind! Mister Taberknack downs the potion. Interesting... he says before, POOF! A puff of rainbow smoke fills the room and something splatters to the ground. As the smoke clears, you see a rainbow ooze where the wizard once stood.

504 Winter's Daughter

Game Cancelled

505 An A-Mews-ing Romp: Stop a CATastrophe!

Sunday 8 AM in 144 for 4 Hours
GM: Wendy Komori Stager
Type: RPG
System: Dungeons & Dragons
Edition: 5 e
Players: 6
Provided: All characters provided by GM
Power Level: 3
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It’s the mid-1980s, and something fishy is happening in the quiet suburb of South Maplewood. The telephone poles are plastered with missing cat posters, and the air hums with mystery (and a faint scent of tuna). With the help of the eccentric local cat lady, it’s up to you and your fellow felines to uncover who—or what—is behind the vanishing kitties before the neighborhood descends into a full-blown CATastrophe!
Get ready for a tail-twitching adventure filled with claws, chaos, and catnip-fueled cunning. Expect plenty of laughs, some light-hearted detective work, and maybe even a little existential meowing along the way.
Game Info:
• System: Dungeons & Dragons 5th Edition
• Players: 5–6
• Level: 3 (Pre-made characters provided by the GM)
• Tone: Whimsical, roleplay-heavy, and purr-fect for teens or beginners
• 4 hours
So grab your whiskers, sharpen those claws, and prepare to prowl the cul-de-sacs of South Maplewood—because this is one mystery that won’t solve itself!

506 MMC: Under the Salvage Pits

Sunday 8 AM in 145 for 4 Hours
GM: Cayden Maletsky
Type: RPG
System: Mutant Crawl Classics
Players: 6
Provided: All characters provided by GM
Power Level: 1st
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In this post apocalyptic world filled with mutants and murderous robots you are a would-be-seeker looking to complete their Rite of Passage at Rooje Hill. This graveyard of the Ancient One's technology is guarded by a ruthless business man named Jobber who has continuously pillaged and plundered the surrounding communities. Prove yourself worthy and try and take back some ill gotten gains for your self.

507 No Rest for the Wicked

Sunday 8 AM in 149 for 6 Hours
GM: Patrick Hamilton
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition
Players: 8
Provided: All characters provided by GM
Power Level: 3
Variations: Homebrew Oz Genre
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

The characters are recent graduates of the University of Shiz. Originally the characters are relieved at the death of the Wicked Witch of the West. They discover that the ‘Good’ Witch, Glinda, swept in to take the throne of Oz and now rule with an iron fist. The persecution of ANIMALS continues unabated. The Munchkins have been indentured to complete the yellow brick road allowing easy access for the Winkies to control Oz. The Wizard escaped justice and fled in his airship back to the land of Dorothy. Glinda ‘freed’ Dorothy from Oz and returned her to Kansas as well.

508 Digital Divas Burn the Reaper

Sunday 8 AM in 230 for 8 Hours
GM: Arthur Ulfeldt
Type: RPG
System: Cyberpunk
Edition: Cuberpunk RED
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Digital Divas are Night City’s hottest act—and somehow every show leaves a fresh scorch mark on the map. You’re hired to keep the gig running and find the culprit, but the deeper you dig, the weirder it gets—patterns that don’t feel human, clues that move like ghosts through the Net—pulling you from backstage chaos into something that wants to stay unseen. Fast, neon-noir, and dangerous: three linked jobs, one escalating mystery, and a finale where you decide what survives when the music cuts out.

509 Something Weird This Way Comes

Sunday 8 AM in 231 for 8 Hours
GM: Nathan Hanner
Type: RPG
System: GURPS
Edition: 4th Edition
Players: 8
Provided: All characters provided by GM
Power Level: 300+
Variations: Wild Weird West
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

GURPS 4th Wild Weird West: Something Weird This Way Comes

Seventeen years ago, the Ghost Dance proved the impossible was real. The dead returned. Ancient beasts walked again. Magic entered the world—and never left.

It is now 1888. America runs on steam, steel, electricity, and belief.

You are elite Chicago Pinkerton agents, backed by J.P. Morgan and Nikola Tesla, traveling west aboard a luxury armored train filled with experimental technology. Your rivals—the New York Pinkertons—answer to Edison and Rockefeller, and wherever you go, they are never far behind.

When strange reports emerge from Sundance, Wyoming, near Devil’s Tower—vanishing miners, unnatural phenomena, and a traveling carnival that does not follow normal rules—both Pinkerton teams are dispatched. Local law is overwhelmed. Industry is watching closely. Something about Sundance matters, but no one agrees why.

This cinematic GURPS Weird West adventure emphasizes investigation, social conflict, desperate action, and high-stakes choices. Expect tense negotiations, strange science, supernatural danger, and rivals who are sometimes enemies, sometimes allies, and always competitors.

The game runs 8 hours with two breaks, using eight pre-generated characters, each with clear motivations, secrets, and personal connections—both within the party and across rival lines.

The frontier is changing again.
The question is who controls what comes next.

THE WORLD AFTER THE GHOST DANCE

In 1871, the Ghost Dance changed history. For a single night, death loosened its grip. Anything larger than a golf ball, at the moment it died, was offered a second chance. Most returned only briefly. Some endured. All left scars.

The event proved something undeniable: belief shapes reality.

Magic exists. Elemental forces can be harnessed. The dead sometimes refuse to stay quiet. Alchemy, however, does not exist—there are no universal shortcuts, only tradeoffs. Power must be earned through labor, electricity, sacrifice, or faith.

By 1888, this knowledge has reshaped the world.

STEAM, STEEL, AND THE SUPERNATUAL

America’s second industrial revolution runs hotter than the first. Steam engines burn alongside bound elementals. Rail lines are warded as often as they are patrolled. Experimental devices push the boundaries of science and sanity.

Nikola Tesla believes the universe is understandable—if dangerous. J.P. Morgan believes stability is worth any cost.

Together, they fund the Chicago Pinkertons, a specialized group tasked with handling problems that fall between law enforcement, corporate interest, and the supernatural. Their authority comes not from government, but from contracts, rail compacts, and corporate courts that hold real power in the modern world.

Opposing them, often openly, are the New York Pinkertons, backed by Thomas Edison and John D. Rockefeller. Where Chicago favors precision, innovation, and negotiation, New York favors brute force, spectacle, and decisive outcomes. Both sides claim they are protecting the nation’s future.

THE FRONTER IS NOT EMPTY

The West is no longer just lawless—it is unstable.

Ancient creatures occasionally surface in remote regions. Some towns coexist uneasily with revenants. Others collapse under the strain. Religious movements, spiritual traditions, and fringe cults have flourished in the wake of the Ghost Dance, each offering different explanations—and solutions—for a world that no longer behaves predictably.

Devil’s Tower, long sacred to Indigenous peoples, is one such place of tension. During the Ghost Dance, it became a focal point of strange phenomena. Since then, the surrounding region has never fully settled.

SUNDANCE, WYOMING

Sundance is a frontier town that should not matter.

It has a modest population, a rail stop, a few mines, and a history of hard luck. And yet, unusual events cluster there: unexplained disappearances, distorted electrical effects, animals behaving strangely, and rumors that the land itself is changing.

Local law enforcement is stretched thin. Outsiders are watched closely. A traveling carnival has recently arrived, drawing crowds—and suspicion.

Corporate interests are suddenly paying attention.

THE PINKERTON'S ROLE

Pinkertons in this era are not detectives in the modern sense. They are troubleshooters, negotiators, enforcers, and arbitrators. They carry legal authority derived from contracts, not constitutions. When they arrive in a town, everyone knows something is about to change.

As Chicago Pinkertons, the player characters are trusted agents with access to significant resources, experimental technology, and wide discretion. They are expected to make judgment calls that will shape lives, property, and sometimes history.

The New York Pinkertons are always nearby—sometimes openly, sometimes in the shadows. Personal rivalries, professional grudges, and conflicting philosophies complicate every situation.

CONTENT: Mainstream, expect quick descriptions of non-bloodless violence, small chance of spiders, and extremely likely descriptions of snakes. Games aides are colored, I will provide aides for those with color blindness if asked.
PC's are GM supplied at 300+ power levels. Beginners are welcome (and will get extra play aides and copy of the rules).

510 Snakeweed on a Train

Sunday 8 AM in 234 for 6 Hours
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

It starts on a hillside in the wastelands of the dismal future. Where will it lead? What is the Eaters of the Lotus digging up? Why is the New Simian Army involved? Can you stop it? Should you stop it?

511 Microscope

Sunday 8 AM in 236 for 4 Hours
GM: Sean Maletsky
Type: RPG
System: Microscope
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Want to explore an epic history of your own creation? Want to build fantastic worlds? Want to transcend the limits of time?
Welcome to Microscope, fractal roleplaying!
We'll build the story from the outside in. We'll decide the big picture, the grand scheme of history, and then burrow down and carve out the details.
Humanity leaves the cradle of Earth and explores the stars... Dragons act as gods; greed, vendettas, and fire roil the elves below them... Galaxies are sentient beings that interact, their hopes and fears propel the cosmic dance... these are a small sample of what we can explore.
Website: /www.youtube.com/watch?v=gFHrTdPx-Ao

512 Games without Frontiers

Sunday 8 AM in 237 for 4 Hours
GM: Dave Sokolowski
Type: RPG
System: Year Zero
Edition: Alien 1e
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Outer Veil - Two weeks ago, a Weyland-Yutani team arrived at the classified We-Yu Research Facility Crest-Magma 231.a to retrieve goods. Shortly thereafter, the base went dark, and all team communications ceased. Your quickly assembled section of Marines and Company Representatives has been sent to investigate the communications outage, reclaim control of the base, and ensure the safety of any lost scientific data and research materials.
Website: /keeperdave.itch.io/games-without-frontiers

513 Oriental Adventures Ad&d - The Shoguns Fury

Sunday 8 AM in 238 for 4 Hours
GM: Joshua McCarley
Type: RPG
System: Dungeons & Dragons
Edition: AD&D ORIENTAL ADVENTURES
Players: 7
Provided: All characters provided by GM
Power Level: 2nd
Variations: Some homebrew rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Set in pre Tokugawa Japan, you are a mixed group of Japanese pilgrims headed to the Shrine at Ise. But not everyone is who they seem to be.

514 Dispatch: A Run On Long Beach

Sunday 8 AM in 239 for 8 Hours
GM: Aaron Gettman
Type: RPG
System: Hero System
Edition: 5th Edition
Players: 8
Provided: Characters can be provided by GM
Power Level: Low-Powered Superheroic 150base 100disads
Variations: Some house rules (handout provided)
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Play as your favorite super-hero from AdHoc Studio's story video game Dispatch, or bring your own super to the table to deal with a big problem down at the Long Beach SDN office. Remember the triple D's and let the GM know what your favorite donut is!

515 I hope you can speak Klingon......

Sunday 8 AM in 242 for 8 Hours
GM: Jonah Johnson
Type: RPG
System: Stellar Odyssey
Players: 8
Provided: Characters created at game
Power Level: Ensign to Captain
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You were on your way to Qo'noS to chase down a criminal and capture them and the crew. When the ship drops out of warp in the middle of Klingon space, what happened? You still have your orders to track down the pirate, put them in custody, and take them back to earth.

516 Red Packet Rumble Plus

Sunday 8 AM in 243 for 6 Hours
GM: Emily Wells
Type: RPG
System: Feng Shui
Edition: 2
Players: 6
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You are a guest at the modern day Romeo and Juliet wedding of the century between the daughter of the DA, Rose Muk and the son of the Triad leader, Leon Yan. What could go wrong? Red Packet Rumble is an intro scenario to Feng Shui 2 that I've put my own spin on. Your group of unlikely allies will hunt down the leaders of a shadowy conspiracy through alternate-universe gangland San Francisco. Feng Shui is a flexible system that plays like every kung fu movie ever made. Characters will be provided but character creation is quick and easy, so feel free to bring your own ideas. There will be good guys, bad guys, and explosions.

517 When the Forest Blinked (Author playtest)

Sunday 8 AM in 240 for 4 Hours
GM: M. Shanmugasundaram
Type: RPG
System: Trophy Dark
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Arch is dark. The forest is darker still.
This Trophy Dark incursion places 3-5 players in the roles of doomed prisoners attempting to escape from the horrors of the Arch. Between them, they have fragments of a map to the Prophet, a way through the otherwise impassable forest of dread Kahldur. Their chances are slim, but they think anything is better than the Arch. But they'd be wrong.

CONTENT WARNINGS (unavoidable risk):
Body horror, blindness, confinement, criminal intent, cults, eye horror, fire, graphic violence, harm to animals, mental illness, prison labor, PvP, small spaces, suicide
Website: /merwins.itch.io/

540 Earth

Sunday 8 AM on Ponderosa Table 1 for 3 Hours
GM: Patrick Coleman
Type: Board
System: Earth
Edition: 1e
Players: 5
Provided: All materials provided by GM
Variations: base game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Earth is a tableau builder with simple rules and countless strategic possibilities. With its encyclopedic nature and a near-infinite number of tableau combinations, every single game will allow you to discover new synergies and connections with no 2 games ever being the same.

541 Sheriff of Nottingham

Sunday 8 AM on Ponderosa Table 2 for 4 Hours
GM: Douglas Weed
Type: Board
System: Sheriff of Nottingham
Edition: 1st Edition
Players: 5
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

As a merchant, you want to make as much profit as you can with your goods, but first you'll have to get past the notorious Sheriff of Nottingham.
Website: /www.youtube.com/watch?v=OG0zfMslfQs

542 Axis & Allies 1914

Sunday 8 AM on Sierra Table 1 for 8 Hours
GM: Carl Gonzalez-Martin
Type: Board
System: Axis & Allies
Edition: First
Players: 8
Provided: All materials provided by GM
Variations: WWI Axis and Allies
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

Axis & Allies 1914 is an A&A styled game set in the first world war, between the Central Powers and Entente. It will play differently from normal A&A in that combat will last one round and continue in the next turn.

543 Dominion

Sunday 8 AM on Sierra Table 2 for 4 Hours
GM: Jim Krestoff
Type: Card
System: Dominion
Edition: 2nd Edition
Players: 6
Provided: All materials provided by GM
Variations: Renaissance and Intrigue expansions
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can buy as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

544 Twilight Imperium 4th edition with PoK and TE

Sunday 8 AM on Sierra Table 4 for 8 Hours
GM: Clay Tevebaugh
Type: Board
System: Twilight Imperium
Edition: 4th with Both Expansions
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Experience Useful
Game Content: Mainstream

Build an intergalactic empire through trade, research, conquest and grand politics.

546 Heat: Pedal To The Metal

Sunday 8 AM on Sierra Table 3 for 2 Hours
GM: Corban Fowler
Type: Board
System: Heat
Edition: Base Edition
Players: 8
Provided: All materials provided by GM
Variations: Base Edition
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Based on simple and intuitive hand management, Heat: Pedal to the Metal puts players in the driver's seat of intense car races, jockeying for position to cross the finish line first, while managing their car's speed if they don't want to overheat. Selecting the right upgrades for their car will help them hug the curves and keep their engine cool enough to maintain top speeds. Ultimately, their driving skills will be the key to victory!

545 Talisman 4e Revised, (nearly) all expansions

Sunday 9 AM on Ponderosa Table 3 for 12 Hours
GM: Tom Henderson
Type: Board
System: Talisman
Edition: 4e Revised
Players: 5
Provided: All materials provided by GM
Variations: Base Game + Expansions
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Talisman fourth edition revised by Pegasus Spiele with some, or all, of each expansion. There will not be any unofficial expansions. Beginners are welcome and encouraged, veterans will find something to enjoy. Two GMs (who are not players) will act as facilitators and judges. The total run time will be 10 hours, with 8 of those hours being actual game time, and can be extended if needed. There will be a one-hour description of the rules beginning promptly at the scheduled game time followed by a 5-minute break before play commences. There will be two 15-minute breaks and one 30-minute break. Seating is limited so please only register if you are willing to commit to a longform board game with lots of RNG. Fret not if you are unable to get into the game this year because it will be offered again next year. If you are unsure whether you would like to register, perhaps swing by and watch a little this year to inform your registration choice next year.

Talisman is not a cooperative game and can be as competitive as players make it. In the end, there can only be one person to claim the Crown of Command. If you're looking for a high fantasy adventure in a treacherous world filled with blood and whimsy that rewards those who see it through to the bitter end, then please join us.

551 Wayside Death Rumble - Gaslands

Sunday 9 AM on Hall of Cities Table 6 for 4 Hours
GM: Sam Slaughter
Type: Sci-Fi Miniatures
System: Gaslands
Edition: Gaslands Refueled
Players: 6
Power Level: Standard
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Not too far in the post-cataclysm future, the checkered flag will be dropped for a perilous death rally. The desert racing grounds are within the dusty limits of an abandoned shantytown known as Wayside. Many gaslanders consider this lonely town haunted by the spirits of fallen drivers and gunners, and to speak its name aloud is to foolishly invite ill omens.

The bloodthirsty masses will witness this drone-televised event with an insatiable desire for speed, violence and mayhem, ghosts be damned. Two teams of condemned combat drivers will face off in a gladiatorial-style battle-race, infamously known as the Wayside Death Rumble. The victors of this conflict will revel in full criminal pardons, fortune and glory, while the losers will suffer public televised executions via firing squad, guillotine or ravenous dog pit.

552 Battle for Planet Sadurni

Sunday 9 AM on Hall of Cities Table 18 for 10 Hours
GM: Samuel Horton
Type: Sci-Fi Miniatures
System: Battletech
Edition: Rules of Warfare
Players: 8
Provided: All miniatures provided by GM
Power Level: Mechs medium to heavy
Variations: Some house rules
Rules Knowledge: Experience Useful
Game Content: Mainstream

House Liao has laid claim to a border world of house Marik. Many battles have erupted on the surface as Liao has dropped Mechs to attack key sites. 2 lances from the merc group Team Banzai have their sites on an ammo/fuel base. It is your duty as Marik soldiers to defend this base from being taken over or destroyed. Star League tech level year 3035.

553 Napoleonic Naval Battles

Sunday 9 AM on Hall of Cities Table 21 for 4 Hours
GM: Bob Bergman
Type: Historical Miniatures
System: FORM ON THE ADMIRAL'S WAKE
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Command a 3 ship squadron of powerful Napoleonic ships of the line to destroy the enemy fleet. Unlock your inner Admiral Nelson with fast play and hex-based gaming action. Popular with the South Bay Gaming Club and played regularly at game conventions in the SF Bay Area.

518 Captain's Holiday

Sunday 10 AM in 137 for 8 Hours
GM: Chris Muoio
Type: RPG
System: The Household Volume I
Players: 6
Provided: All characters provided by GM
Variations: Glamour rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Captain Burkeshire requires your presence to retrieve his betrothed from Bookshire and ensure her safety on the return trip. Brides, Banditry and Baubles give rise to dangers, duels, perils and pitfalls that will make a littlings head spin and hands twitch with the promise of profit, power and levels of decorum only dreamed about by common fae.

519 The Oracle of the Pantheon

Sunday 10 AM in 139 for 6 Hours
GM: Bryan Mosley
Type: RPG
System: Shadowdark
Players: 5
Provided: Characters created at game
Power Level: 2nd-4th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Half-buried in the sunless Sea of Dust, the mysterious Oracle of the Pantheon speaks in riddles of fate and faith from her temple in the cliffs of stone. Pilgrims come from far and wide to seek their fortunes… for a price. The brotherhood within—stoic and watchful—tend to the ancient Oracle, but something is off.

Your mission: retrieve one of the acolytes, the runaway son of a powerful crime lord—be it by wit or will, (but preferable quietly). But the deeper you go into the echoing halls, the more the air feels thick, the walls damp, and the brothers’ prayers not quite right. Something is happening in the Pantheon, and the temple itself seems to be listening.

520 Losing My Religion

Sunday 10 AM in 140 for 6 Hours
GM: Alisha Walton
Type: RPG
System: Storyteller/Old World of Darkness
Edition: Changeling 2nd Ed.
Players: 6
Provided: All characters provided by GM
Variations: 1990's
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In an oceanside town the Dreaming brought together a group of Childlings for a summer full of solving mysteries and a murder. Seven years later they have grown apart, but the Dreaming is calling them together again.

521 Blade Runner: To Live and Die in L.A.

Sunday 10 AM in 141 for 6 Hours
GM: D D Blake
Type: RPG
System: Blade Runner RPG
Players: 6
Provided: Characters can be provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Routine neon days, routine neon nights, the usual acid rain and slightly radioactive air ---- not much has been happening: the business has been slow for blade runners. There is talk of downsizing the RepDetect unit. It is the quiet before the storm.

522 Wanderhome

Sunday 10 AM in 142 for 6 Hours
GM: Jackson Gaydon
Type: RPG
System: Wanderhome
Players: 6
Provided: Characters created at game
Power Level: Fresh characters
Variations: Base game only
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A pastoral fantasy roleplaying game where you take on the roles of animal-folk traveling from place to place and experiencing the seasons change as well as your own personal growth. In this one shot, we will either explore a location provided by the GM, or handcraft one together as a group before exploring it as characters, determined by the table when we begin. Set aside your swords and dice, for no violence will be found in the Hæth! Bring your tokens (or they will be provided by the GM if you have none!) and cozy, cheerful, melancholy, and introspective vibes to this cute rpg based on the Belonging Outside Belonging system!
Website: /possumcreekgames.itch.io/wanderhome

523 The Crawl Into the Place of the Thing: River of Night

Sunday 10 AM in 143 for 4 Hours
GM: Adrian Romero
Type: RPG
System: Shadowdark
Players: 6
Provided: All characters provided by GM
Power Level: 3-6
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Crawl Into the Place of the Thing: River of Night
Mini Dungeon Delving in the jungle and ancient ruins along the Black River using the extremely simple, fast, and fun Shadowdark, based on D&D 5e with all the boring bits cut out. These short delves are mostly by the game author and her talented collaborators. Pick from pregens – archaeologists, treasure hunters, and descendants of the ancients eager to reclaim their heritage – and we'll dive into dangerous choices! You can play this game more than once; there are many places to go, like ancient temples, magma lakes, incandescent grottoes, eerie glistening black monuments, and holes in the ground. There you will meet terrifying void beings, basilisk cultists, the bizarre skandrill, the proud and restless dead, the dream dragon, appallingly huge fauna and hostile flora, and reclusive researchers. My intention as DM is to offer a fast and fantastical game focused on creative choices at the table, with strong visuals and deadly stakes, rather than a lot of exposition or long investigative conversations. This game is great for both new and experienced gamers who can make bold choices and use their voices, and who fear boredom more than character death. If your character is slain, we’ll give you another and get you back into the action. Though we will talk lots about gruesome violent happenings, which might actually happen to player characters, there will be no discussion of adult topics or complex ethics. Therefore, this game is great for younger players who can handle horrible things happening to their characters and can keep focus at the table.
Website: /www.thearcanelibrary.com/collections/all/products/shadowdark-rpg-quickstart-set-pdf

524 Hard Rock II: Big Feet in Metal Shoes

Sunday 10 AM in 146 for 8 Hours
GM: Dan Curtis Johnson
Type: RPG
System: Alien
Players: 6
Provided: All characters provided by GM
Variations: Weird West
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

For many years now, Hard Rock has been a peaceful slice of heaven in the heart of Wykota Territory, even as the rest of the Republic falls apart. The cities of the Old Coast are corrupt and crime-ridden, while the cities of the New Coast are greedy and decadent. Bit by bit, their railroads put grasping hands into the Territories from both sides. It’s just a matter of time before they link up and shake on it. Elsewhere, you hear of Settlers and Natives fighting each other, and fighting themselves — ghastly tales of mayhem and murder — but that ain’t been the case here. Somehow, by the grace of the Great Mother, these troubles have given y’all a big ol’ miss. And yet, you can’t help but wonder — how long can it last? Strange rumors swirl — about the new hot springs resort for rich City Folk, and the old abandoned iron works. Is something lurking beyond the Lake?

525 Beyond the Caerwood

Sunday 10 AM in 147 for 8 Hours
GM: Matthew Hazen
Type: RPG
System: Pathfinder/Starfinder
Edition: 1st
Players: 6
Provided: Characters can be provided by GM
Power Level: 8
Rules Knowledge: Experience Useful
Game Content: Mainstream

The Caerwood, east of the village of Inverdeen, has always been a place of mysteries and tall tales. One moon ago, a local hunter getting a drink at the Ox and Lamb claimed to have stumbled across strange ruins deep in the forest. He described to the room of local farmers a vision of strange blueish purple stones and flowers larger than a man. When asked to produce one of these flowers, the hunter said that he had been overcome by lethargy as soon as he entered the ruins and fallen into a sound sleep. When he awoke, he found himself at the edge of the woods, with no memory of how he had arrived there. Most dismissed the story as a work of imagination, but a group of adventurers passing through town decided it was worth investigating. The day after the group entered the Caerwood, strange things began to happen in town. The forest seemed to grow closer to the village overnight and people began to go missing or mysteriously fall asleep and awake miles from the village. The local Reeve lost an entire squad of soldiers that he sent to the town 2 days ago, after receiving reports of these disturbances. He is now offering a 100 acre land grant and a 5,000 gp reward to any group willing to travel to Inverdeen, determine what is happening and rectify the situation.

This is a Pathfinder 1e game for 8th level characters. There will be characters available to play, but players may choose to bring their own if they create them using only the core rulebook. Each character has 33,000gp for equipment, which can be purchased for market values listed. Ability scores should be purchased as described in the Core Rulebook, page 15, consistent with a High Fantasy story. The game will be played using dwarven forge terrain and miniatures. Feel free to bring your own miniature for your character if you wish.

526 The Ghost of Captain Happen, a Buckaroo Banzai Adventure

Sunday 10 AM in 148 for 6 Hours
GM: Michael Siverling
Type: RPG
System: Buckaroo Banzai
Edition: Nugget
Players: 7
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

An old enemy of the Banzai Institute returns. Which is strange because he's dead.

527 Black Sails - War Against the World

Sunday 10 AM in 232 for 8 Hours
GM: Joe O'Neil
Type: RPG
System: 13th Age
Edition: 2nd
Players: 9
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

When the pirates of Croatoan Island are declared enemies of all mankind, they adhere to their own doctrine, “War against the World”. Join Captain Flint is his war against civilization, do it for profit, or just because you like setting ships on fire.

528 The Widow’s Web

Sunday 10 AM in 241 for 6 Hours
GM: Daniel Bodon
Type: RPG
System: Dungeons & Dragons
Edition: 5e (2014)
Players: 8
Provided: Characters can be provided by GM
Power Level: 8
Variations: Some scenario specific rules variations
Rules Knowledge: Experience Useful
Game Content: Mature Themes

In the drow city of Karik’Marz, eight champions are sent into The Widow’s Web, a deadly labyrinth filled with monsters, traps, puzzles, and betrayal. The winner’s house will rule the city for the next century. The losers will die horrible deaths, victims of the Web’s unforgiving trials. Can you survive both the dungeon and the murderous schemes of your fellow dark elves?

Please review the additional information, rules for character creation, and what to expect, by following the link below.

https://sites.google.com/view/widows-web-introduction/home?authuser=1

554 The Emissary

Sunday 10 AM on Hall of Cities Table 2 for 4 Hours
GM: David Reed
Type: Sci-Fi Miniatures
System: Galactic Heroes
Players: 4
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Two factions have been at war for decades. Finally, a peace solution is in the works. An emissary must be escorted through the lines to arrange the long-awaited cease fire. However, there are other forces that want to see the peace treaty fail. They've sent their own teams to see that the emissary never arrives.

555 Mythic Battles: Ragnarok

Sunday 10 AM on Hall of Cities Table 3 for 4 Hours
GM: Mark Indiveri
Type: Fantasy Miniatures
System: Mythic Battles
Edition: Version 1.5
Players: 4
Provided: All miniatures provided by GM
Power Level: Learning Game
Variations: Ragnarok + Isfet
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

All the Gods are at war! Command legendary heroes, unleash terrifying monsters, and lead warbands drafted from Greek, Norse and even Egyptian mythology in an epic clash for immortality. Learn as you Play - choose your Pre-Drafted dream team of deities and warriors from the likes of Zeus, Ra, Thor, Horus, Poseidon and Bast, and battle for divine glory. No experience necessary; all rules will be taught as we play. There are only 2 card types, Unit Activation Cards and War Cards - use them both to drive your gloriously painted miniatures into battle and power insane abilities to confound your opponents!
Website: /boardgamegeek.com/boardgame/415112/mythic-battles-isfet

556 OGRE The Mountains

Game Cancelled

557 Queen of All Monsters

Sunday 10 AM on Hall of Cities Table 7 for 6 Hours
GM: Dennis Seiffert
Type: Mixed-Genre Miniatures
System: Wings of War
Edition: 2nd
Players: 6
Power Level: None
Variations: Alternative History
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Welcome Wings of War/ Wings of Glory players. It's 1933, and a multinational expedition has returned from Infant Island with a remarkable discovery: a Titan egg. Unbeknownst to the corporation that financed the expedition, the egg belongs to the Queen of Monsters, Mothra.

She has returned to retrieve her egg by any means possible..

558 Night Delivery - Car Wars 4th Ed

Sunday 10 AM on Hall of Cities Table 8 for 6 Hours
GM: Andreas Metzger
Type: Sci-Fi Miniatures
System: Car Wars
Edition: 4th Ed
Players: 8
Provided: Miniatures can be provided by GM
Power Level: 250k for 8 vehicles
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

So you successfully borrowed the cargo before it reached its destination, now all you have to do is drop if off and collect the $800k payoff - how hard could that be?! And what are those green and red fluids leaking out of the 7' tall crate? Are those noises you hear coming from there the crate? Maybe you should have sprung for a larger cargo vehicle, or at least one with a separate cargo area.
$250k for 8 vehicles

559 The Return of Ymir

Sunday 10 AM on Hall of Cities Table 9 for 3 Hours
GM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: www.thereturnofymir.com

560 What A Tanker

Sunday 10 AM on Hall of Cities Table 11 for 6 Hours
GM: Jay White
Type: Historical Miniatures
System: What A Tanker
Edition: 1
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This scenario has each player run 1-2 tanks in World War 2 during the Normandy campaign.

561 Assault on the Witch of Uralia

Sunday 10 AM on Hall of Cities Table 13 for 8 Hours
GM: Michael Price
Type: Sci-Fi Miniatures
System: Star Blazers Fleet Battle System
Edition: Second Edition
Players: 7
Provided: All miniatures provided by GM
Power Level: The willing
Variations: Yamato 2199
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In the year 2207, a dark presence has been draining energy systems near the Galactic core. With heroic efforts, the cause of this has been discovered by Space Battleship Yamato. Now a combined Earth and Gamilas Fleet arrives to destroy this threat. However, someone is defending the WItch of Uralia that is causing stars to dim and spaceship to stall. Will Yamato and the Gamilas break through these defenders so they can destroy this monster before stars go out in nearby system?

562 Necromunda Gang Raids Mini-campaign

Sunday 10 AM on Hall of Cities Table 16 for 6 Hours
GM: Jon Sell
Type: Sci-Fi Miniatures
System: Necromunda
Edition: 2023
Players: 8
Provided: Miniatures can be provided by GM
Power Level: Beginner to Intermediate
Variations: Necromunda Gang Raids supplement
Rules Knowledge: Experience Useful
Game Content: Mainstream

Descend into the underhive for a narrative-driven mini-campaign of small-scale skirmishes! This event focuses on story, character, and cinematic moments, not cut-throat competition. Players will take part in four short, fast-paced missions, each with unique objectives and opportunities for dramatic heroics.

Gangs Provided — or Bring Your Own: All participants may use one of the pre-built gangs available at the event, or you can bring your own custom gang built to 750 credits with no Leader and a maximum of 2 Champions. The focus is on creativity, theme, and fun—perfect for newcomers and veterans alike.

Throughout the event, players will earn recognition for narrative achievements, and mission wins, with fun awards at the end.

Please email underhivedweller@gmail.com with any questions.

563 1863 - ACW 15mm -Battle of Toad Hollow and Upchuck Run

Sunday 10 AM on Hall of Cities Table 20 for 5 Hours
GM: Pete Michels
Type: Historical Miniatures
System: Rank and File
Edition: 1st
Players: 8
Provided: All miniatures provided by GM
Power Level: Beginner
Variations: ACW supplements. 8 sided dice morale modification.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Yanks and Rebs maneuver west of Chancellorsville
Website: /www.wargamevault.com/en/product/129945/rank-file-horse-musket-rules?src=hottest_filtered

571 A Night at the Club

Sunday 10 AM in 1444 for 6 Hours
GM Troupe: 2 Geeks, 1 Game (Amy Echeverri & Bill Howard)
Type: LARP
System: L.A.R.P.S.
Players: 16
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Gumshoe detective
Costume Suggestions: Costumes admired, but not required. It's Valentine's Day 1931. Wear your best Depression duds for an evening of indulgence at a speakeasy in a large American city with Bay access.

It's Boss Valentine's birthday, and he's coming to Club Valentine to celebrate another year of wealth and prosperity where everyone brings a present.

Everyone was about to shout, Happy Birthday! when Boss Valentine opened the door. But instead, the bartender received a trip.

POLICE RAID INCOMING. Everyone, get into the back, lock everything down. No one goes in or out until the all-clear is given.

Who knew the boss would be here?

Who is the dirty rat?

Will there still be cake?

572 Captain Curly Ruined Everything... Again

Sunday 10 AM in 1445 for 8 Hours
GM: Lucas David
Type: LARP
System: Homebrew
Players: 7
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Sci-Fi, murder mystery, dry comedy
Costume Suggestions: We will provide costumes

“WE’RE ALL GONNA DIE!”

If that’s what you thought just now when you read the title, then you would be correct. In this corporate nightmare of an “adventure,” you can expect to meet levels of incompetence never before seen this far underwater. Watch the bad entertainment provided by your stingy employers as you scramble like a drowning ostrich to figure out which of your neurotic coworkers on this god-forsaken submarine killed the doctor before they cause another collective wage loss. Buckle up for strange questions, stranger peers, unsolved murders, and worse still, mandatory group therapy with a stale comedian. Or don’t. You're a relatively expendable asset either way.

Drop-In Kids Game Day

Drop-in game; no registration necessary
Sunday 10 AM on Kids Room Table 3 for 6 Hours
GM: Bill Dash
Type: Board
System: Various
Edition: Various games
Players: 4
Provided: All materials provided by GM
Variations: Basic
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Ten fun and easy table games for young players. Last year's favorites plus a few new ones. As always, prizes for the winners. Come on by Kids Room and let's play!

548 Finspan

Sunday 11 AM on Ponderosa Table 1 for 3 Hours
GM: Gee Roman
Type: Board
System: Finspan
Edition: First
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Dive beneath the waves in an epic underwater odyssey. As a reef diver, journey from the radiant Sunlight Zone, through the mysterious Twilight Zone, and down into the inky darkness of the Midnight Zone and sea floor. Along the way, you’ll encounter an astonishing variety of ocean life—collecting fish, eggs, young, and entire schools while earning achievements and unlocking benefits.

This third installment of the Wingspan series from Stonemaier Games continues the tradition of blending thoughtful gameplay with discovery. Each creature card includes fascinating real-world facts. Players over age 14 welcome.
Website: /boardgamegeek.com/boardgame/436126/finspan

564 WW II Air Combat: Above The Reich

Sunday 11 AM on Hall of Cities Table 19 for 5 Hours
GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's the Limit!
Players: 6
Provided: All miniatures provided by GM
Power Level: General gaming experience
Rules Knowledge: Experience Useful
Game Content: Family-Friendly

Take to the sky in a battle above Germany, circa 1944, as American B-17 bombers head for their targets. Players can fly U.S. escort fighters, including P-38s, P-47s, P-51s, or Spitfires; or Luftwaffe interceptors, including Bf109s, Bf110s, Me410s, and FW190s. Sky's the Limit! rules taught before play begins.

565 Giant Monster Rampage

Sunday 11 AM on Hall of Cities Table 4 for 5 Hours
GM: Zoran Kovacich
Type: Sci-Fi Miniatures
System: Giant Monster Rampage
Edition: 1st
Players: 7
Provided: All miniatures provided by GM
Power Level: beginners welcome
Variations: home brew rules added where necessary
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

In this titanic free-for-all, you can take control of your favorite cinematic Japanese giant! Smash rival monsters and destroy large swaths of downtown real estate in an epic battle for kaiju supremacy!!
Website: /www.facebook.com/search/top?q=giant%20monster%20rampage

601 Goblin Quest

Sunday Noon in 144 for 4 Hours
GM: Mary Russell
Type: RPG
System: Goblin Quest
Players: 5
Variations: Homebrew setting and monsters
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Who would leave goblins unattended to roam, no one knows but now you and your goblin pals are indeed left on your own. What adventures happens are up to you lets see what happens when we poke the sleeping bear.

602 Thulian Echoes, Part 2

Sunday Noon in 145 for 4 Hours
GM: Rich Fraser
Type: RPG
System: Cairn 2e
Players: 8
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

When Titus sacked Jerusalem, it is said that during the chaos an enterprising sorcerer made off with a King's ransom in silver and disappeared to far off Thule. A century later an enterprising party of explorers made a failed bid to reclaim it. Armed with their notes, are you able to succeed where they failed over a thousand years prior?
Website: /www.worldanvil.com/w/details-and-data-jerry247/a/session-zero-and-primer-article

603 I Gladius: The Avernus Chapters

Sunday Noon in 236 for 10 Hours
GM: Derek James
Type: RPG
System: Dungeons & Dragons
Edition: 5E 2024
Players: 6
Provided: Players must provide own characters
Power Level: 7th
Rules Knowledge: Experience Useful
Game Content: Mature Themes

Come for the glory. Come for the spectacle. Come to face death itself. But through all the fanfare and bloodlust, come for your one chance at escaping the Blood Games of Avernus.

You and your crew of survivors were drawn to, imprisoned by, or insane enough to find yourselves on the Plane of Avernus. Perhaps a summoning gone wrong or as a refugee of Elturel. Now you are bound to to your master of iron. A willing or unwilling pawn in his quest for glory in the Pit. But as the stakes grow higher, you are given one opportunity at escape. One opportunity to become legends.

D&D 5e 2024
Players provide own characters
Power Level: 7th
Restricted Classes: No Summoning Magic or Firearms
Standard Races Apply: No monster races
Standard Point Buy: 27 plus a bonus +2 to one stat
Equipment to be provided at Game

604 Salvage

Sunday Noon in 237 for 6 Hours
GM: Keith Weitzel
Type: RPG
System: Dungeons & Dragons
Edition: AD&D
Players: 6
Provided: Characters can be provided by GM
Power Level: 2
Variations: Minor House rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The world is vast, and your boots are still new upon its roads. The ink on your character sheet is barely dry, yet already the call of adventure stirs in your chest. You remember the stories told by firelight of heroes who braved dungeons, of dragons whose wings darkened the skies, of treasures waiting in forgotten halls. You may not yet know the weight of a sword, the sting of a spell, or the thrill of victory hard-won and the agony of defeat. But you know this: the journey begins here, and though you are novices, you are adventurers all the same.

Now, it is your turn. The dice clatter like distant thunder, promising fate and fortune. The tavern door creaks open, and with it, the first step into a realm where every choice matters, every shadow hides a secret, and every friend beside you is part of a tale yet to be written. Old friends return, new legends stir, and the echoes of past adventures call you forward.

You and your companions have been hired by a down-on-his luck former trade captain whose flagship vessel, the mighty Emperor Of The Waves, which was lost in a storm. Its loss ruined him, and he’s desperately hoping you can investigate and regain some of the magical items that were lost with the ship. It may be his only chance to regain his glory, a glory you might be able to share if you’re successful. You’ll be exploring ruined decks, slowly descending into the depths of the mighty ship in a nautical dungeon crawl with compartments infested and flooded with seawater.

So gather your courage, steady your hearts, and step forward. The dungeon awaits, and the story of your legend is ready to be told. The map is unfurled, the tale is yours to shape. And though years have passed, the magic remains—ready to welcome you back to where it all began, Advanced Dungeon and Dragons!

This is a light-hearted Advanced Dungeon and Dragons adventure for 2nd level characters. Novices and players of all ages are welcome.

605 Bibliomancy

Sunday Noon in 238 for 6 Hours
GM: Steven Drouin
Type: RPG
System: Bibliomancy
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Libraries across the globe are under attack. Books are disappearing in puffs of purple-green mist. You are a book, violently brought to life, and bound to defend the written word. Learn to draw power from within yourself and unravel the mystery of these coordinated assaults.

Bibliomancy is a new mystery/horror TTRPG that uses player brought books as the characters for the session. Books should be approximately 200 pages in length. You will be destroy your book as part of gameplay. GM will bring extra books just in case.

606 The Ghost Ship Carthage

Sunday Noon in 240 for 6 Hours
GM: Richard Robertson
Type: RPG
System: Fragged Empire
Edition: Rag-Tag
Players: 5
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

At 03:13 hours standard Haven time, on Octo 14th 1005 AX, the Archon medical frigate Carthage issued a general distress call. At 5:05 hours on Octo 16th, Legion VESPER force Epsilon boarded the vessel. An hour later, the ship went silent, charted a course for deep space, and was never heard from again.
– Vital Emergency Stellar Protocol Expedited Recovery (VESPER) Force After - Action Report on the Carthage Incident.

Adventure Background
As the crucible of the Great War consumed the Archon Empire with impunity, its searing heat gradually melted the Archons’ ironclad ethics to slag. The Carthage began as a medical ship on a mission of mercy to the Kaltorans of Haven, but as the Archons’ cause grew every more desperate, she received a dread new purpose: harvest Kaltoran refugees, and Nephilim prisoners of war to develop new bio-weaponry for immediate deployment on the front.
Fragged Empire: Rag-Tag
Fragged Empire is a post-post-apocalyptic sci-fi setting where your people are just now returning to space following a century of hiding during the aftermath of a galactic war where the Nephilim and their X'ion master successfully defeated the Archons and their servile nations. It's a universe that leans heavily into themes of cultural tension and exploration, with a dash of trans-humanism, nation-building and a hope for a better future.

RAG-TAG will see you and your friends take on the role of a character from one of eight core species who join together to form a rag-tag band of misfit mercs that pilfer the corpses of ghost ships, explore ancient ruins, respond to SOS signals, fight pirates, defend frontier colonies, hunt monsters and explore uncharted worlds! Those of you who survive will do so through cunning, grit, teamwork and luck.

640 Mountain of Madness

Sunday Noon on Ponderosa Table 2 for 4 Hours
GM: Seth Montes
Type: Board
System: Mountain of Madness
Edition: 1st
Players: 5
Provided: All materials provided by GM
Variations: none
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Work together to reach the Lovecraftian peak, while dodging insanity cards.

1931: Your scientific expedition discovers a new and intriguing mountain range in the middle of the Antarctic polar circle. Under these challenging conditions, the survival of your team will depend on your ability to communicate with each other and to coordinate your efforts to overcome each obstacle — but what you discover on the way to the highest peak will strongly test your mental health. Will you even be able to understand yourself despite the madness that gradually insinuates itself into your mind?

https://boardgamegeek.com/boardgame/214293/mountains-of-madness

651 X-Wing Mario-Kart

Sunday Noon on Hall of Cities Table 14 for 6 Hours
GM: Wayne Fisher
Type: Sci-Fi Miniatures
System: X-Wing
Edition: 1
Players: 5
Provided: All miniatures provided by GM
Power Level: Friendly Flying 30pt max
Variations: Power ups, Bumping rules, Re-spawn checkpoints
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Welcome pilots to the 3rd annual DunDra Eve Classic! Wayna-de-Hutt is looking forward to winning big backing the ex-imperial pilot that triumphed last solar rotation!

Will the spice runner make a comeback or will the rebel pilots cross the finish first?

Fly over mystery boxes(?) and watch out for those blue shells and space bloopers!

671 My Jam

Sunday Noon in Salon B/C for 4 Hours
GM: Peter Svensson
Type: LARP
System: American Freeform
Players: 20
Provided: Characters created at game
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Urban Fantasy
Costume Suggestions: Wear something cool you can dance in! This is a magical school dance and you're all teenagers!

My Jam is a larp in which players embody high-school musarchs—magicians whose powers are focused through music—at the biggest dance of the year. During the dance you’ll be able to hang with your friends, pick arguments with your frenemies, and moon over your crush, just like any other high school dance. But when your music is playing, you become the most powerful being on the dance floor—and maybe the entire gymnasium! At the end of the night, one of you will be elected Dance Monarch and enact a powerful ritual that can permanently change the world.

Drop-In Kids' Room Miniature Painting Lessons

Drop-in game; no registration necessary
Sunday Noon on Kids Room Table 1 for 2 Hours
GM: Amy Dickerson

Join us for a painting lesson just for kids!

652 Napoleonic Naval Battles

Sunday 1 PM on Hall of Cities Table 21 for 4 Hours
GM: Bob Bergman
Type: Historical Miniatures
System: FORM ON THE ADMIRAL'S WAKE
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Command a 3 ship squadron of powerful Napoleonic ships of the line to destroy the enemy fleet. Unlock your inner Admiral Nelson with fast play and hex-based gaming action. Popular with the South Bay Gaming Club and played regularly at game conventions in the SF Bay Area.

607 Monty Python's Co-Curricular Mediaeval Re-enactment Programme

Sunday 2 PM in 136 for 4 Hours
GM: John Ottenhoff
Type: RPG
System: Monty Python's CMRP from Exalted Funeral
Players: 9
Provided: Characters can be provided by GM
Power Level: Beginner
Variations: Standard game from the main book
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's. . . Monty Python's* RPG Co-Curricular Mediaeval Re-enactment Programme. A very silly serious** educational fart game! In it, participant characters (PCs) will engage in a quest that may (or may not***) include such annoying terrifying monsters such as (but not limited to) killer rabbits, carnivorous desserts, the Black Beast of Aaargh, snarky fairies. . . and the French. PCs could be rewarded with gold, magic items like the Holy Grail, or they could just learn that the true reward was the friends enemies they made along the way.

This game uses the polyhedral dice found in roleplaying games (like that one from a group of magic-users that live on a beach) but additionally uses the more rare d14, d16, d18, and d30 dice. A set of dice will be at the table or players may bring their own.

Players can can bring their own character or use one of the handy hand-made pre-generated ones that will be available.

* Knowledge of Monty Python *not* required, but may prove useful if it is not, in fact, entirely useless.

** Don't worry if you are a chronically un-funny person. The game tends to generate lovely comedy around even the most serious persons.

*** Quest contents not guaranteed. May also contain potty jokes, llamas, fruit bats, innuendos, breakfast cereals, and other assorted nonsense. Side effects include laughter and on exceedingly rare occasions, spontaneous thumb loss. Most participants say these side effects are hilarious. Recommended for ages between 12 and 102.5 years. Use as directed.

Publisher Web Site:
https://www.exaltedfuneral.com/pages/monty-python-role-playing-game
Website: /www.facebook.com/groups/1119884806349171

608 Blue Alley

Sunday 2 PM in 138 for 6 Hours
GM: Eric Boeing
Type: RPG
System: Dungeons & Dragons
Edition: 5E (2024)
Players: 6
Provided: All characters provided by GM
Power Level: 4
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Blue Alley (D&D 5E 2024): A 4-hour Dungeons & Dragons adventure set in Waterdeep for up to 6 level 4 players. Players explore the infamous Blue Alley, a maze filled with traps, monsters, and treasure, originally written by M.T. Black and Alan Patrick. Pre-generated 4th-level characters will be provided. Up to 6 players.

609 Tomb of Horror

Sunday 2 PM in 143 for 6 Hours
GM: Jerry McCoy
Type: RPG
System: Dungeons & Dragons
Players: 6
Provided: All characters provided by GM
Power Level: 7-9
Variations: Old School Essentials (OSE)
Rules Knowledge: Experience Useful
Game Content: Mainstream

In life the magic user was powerful but unremarked. Vowing to change the narrative, he desired to make everyone remember him forever. He achieved that in his unlife. His name was Acererak.

Today, many adventurers know of the tale of Acererak's climb through infamy but few dare utter his name aloud for fear of atteacting his attention. He was a powerful lich who held sway over these lands many centuries past. But all creatures, not matter how powerful, have one thing in common. They have an appointment with death. And that was Acererak's ultimate end, or so they say.

A grand and deadly tomb was built while Acererak was it the height of his powers, foreseeing this day. And when the dark energies that sustained him were finally all spent, Acererak's remains were finally sealed.

But whispers and rumors never die. Quiet tales, half told and innuendo tickled the minds of adventurers as stories began circulating that maybe Acererak wasn't truly dead. And what a tale would be told of those who sought him out and finally defeated this menace to all life.

And yet others tales were told that perhaps he was dead and his tomb would surely house some of the most fabulous riches.

Which one was either true, this was a tale worthy of you to take up. And it just so happened and old sage had discovered the location of his burial mound. And that's all you need, really. Just the location of that one special cairn, and you can do the rest. Easy, right?

This is the classic Tomb of Horrors from the AD&D days which will be given a small facelift with the OSE rules. Come explore the world's deadliest dungeon (or so the stories go).

610 Return to Redwater Rock

Sunday 2 PM in 149 for 4 Hours
GM: Colin Fowler
Type: RPG
System: Avatar Legends
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You and your merry band of adventurous do-gooders find yourselves on the coast of the Earth Kingdom, in dire need of a seaworthy boat. And old water tribesman named Hanta has just the thing: a mid-size cutter in the southern style, just right for a group of your size. His price is simple; he requests your aid in visiting his wife’s grave out on Redwater Rock, the island where they used to live. There’s just one problem — Redwater Rock is known to be crawling with brigands, and these days goes by a different name: Pirate Island.

Avatar Legends is an adventure roleplaying game set in the universe of Avatar: the Last Airbender. The game uses the Powered by the Apocalypse engine combined with a nuanced and strategic combat system to let you play a bender of any element, a weapons master, or even an inventive gadgeteer as you explore the fun and familiar world of the show. Adventure on Pirate Island is set in the era of Avatar Roku before the onset of the 100 Years War.

611 What the Sea Taketh, the Sea Keepeth

Sunday 2 PM in 234 for 6 Hours
GM: Sean Phelan
Type: RPG
System: Obscure RPG
Players: 5
Provided: All characters provided by GM
Power Level: Standard
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You're members of the U.S. Coast Guard's Aviation Rescue Swimmers (ASTs), investigating the mysterious disappearance of the cruise ship, Splendid Sojourn. Communication was lost as it sailed from Florida to Barbados — and was never heard from again...until now.

Obscure is the Found Footage Inspired Horror RPG.
Website is to Obscure's completed Kickstarter, which has information on game.
Website: /www.kickstarter.com/projects/sunze/obscure

642 The Gods War

Sunday 2 PM on Ponderosa Table 1 for 4 Hours
GM: Tom Granvold
Type: Board
System: Glorantha
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Glorantha: The Gods War is a game of competing pantheons for control of the world. The gods build temples to gain power and bring their forces into the world to defend there temples and attack those of the other gods. The gods can gain additional powers by completing herquests. Each pantheon is different with different abilities. This game is simular to Cthulhu Wars, but set in the world of Glorantha, which is the setting used in the role playing game Runequest. No knowledge of Glorantha is needed to play this game. No experiene with The Gods War is needed and is open to all who have some board game experience.

653 The Return of Ymir

Sunday 2 PM on Hall of Cities Table 9 for 3 Hours
GM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: www.thereturnofymir.com

Drop-In Monster Smash

Drop-in game; no registration necessary
Sunday 2 PM on Kids Room Table 2 for 2 Hours
GM: Teri Keith-Torres
Type: RPG
System: D6 System
Players: 8
Provided: Characters created at game
Power Level: Beginner
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

MONSTER ISLE is a large island where MONSTERS live. Unfortunately, the island has begun to shrink. It's a fight to survive! Players create your own MONSTER out of playdough. They can grow claws, spikes, treads or wheels, whatever they need to survive attacks. Roll the Dice. Fight other MONSTERS. SMASH to win! For ages 8 and Up!

613 Epic Fantasy Hero

Sunday 4 PM in 132 for 6 Hours
GM: Jim Gettman
Type: RPG
System: Hero System
Edition: Fantasy Hero (V4?)
Players: 7
Provided: Characters can be provided by GM
Power Level: 150 + 100 disad + up to 100 XP
Variations: No END, DEF instead of PD and ED
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Middle Earth thrives. Dwarves run Moria. Time to clear the tunnels below.
Website: /docs.google.com/document/d/1B7MJd-LCgqKSJUAUbvxtxbfqqHTRSRxZdBWuvgcQuRg/edit?usp=sharing

614 Tales from Tulket: The Mask of Many Faces

Sunday 4 PM in 134 for 6 Hours
GM: Lucas Kotowski
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2024
Players: 6
Provided: Characters can be provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

“Welcome aboard Troy’Byon’s Magical Flying Menagerie! The premier travel service for adventure across the lands! Enjoy our comfortable quarters, personable crew and be sure to ignore the strange Harlequin’s that roam the deck! I’m sure that they are perfectly safe…”

__

The Mask of Many Faces is a murder mystery set upon the deck of an airship. Explore the ship, its crew and the terrible inevitable murder that is written into the script of those bound to the ship.

This game focuses on mystery, surreal horror and the uncanny. It is a good beginner adventure and is LGBTQ+ friendly!
Website: /linktr.ee/legendarybucket

615 Dr. Cthulhu vs. The Phantom Crime League

Sunday 4 PM in 139 for 6 Hours
GM: Jeff Hatch
Type: RPG
System: Pulp Adventure
Players: 6
Provided: All characters provided by GM
Power Level: Pulp Hero
Variations: 3rd Edition Playtest
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

in 1939 Necropolis is under siege by a series of crimes. Criminals strike and are never found. The crimes range from murder to theft, and no trace is found. The commissioner has requested the assistance of Dr. Cthulhu and his Minions of Madness to track this Phantom Crime League and put a stop to their crimes. Will the heroes be able to teace the villains to their hidden lair? Who is behind the crimes? How do they seemingly disappear?

616 The Delian Tomb

Sunday 4 PM in 140 for 6 Hours
GM: Nick Uhlig
Type: RPG
System: Draw Steel
Players: 6
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Delian Tomb is a learn-to-play intro adventure for Draw Steel, a new heroic fantasy game based around fast, fun, tactical gameplay. You never miss, or have to waste your turn on a spell that fails. Everything you need to learn and play will be provided, just show up and have a great time!

617 Dungeon of the Dead Three

Sunday 4 PM in 141 for 6 Hours
GM: Alexander Hughes
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2014
Players: 6
Provided: Characters can be provided by GM
Power Level: 4
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Come explore the deadly dungeon of the dead three, located in the ever popular Baldur's Gate. Band together & survive the dangers below.

Citizens are disappearing, tensions are rising. The flaming fist is drafting your party into service. Will you get to the bottom of this mystery? Can you stop the grim future that the cultists have put into motion

Create your own PC or use a provided pregen.
Please use official species & subclasses.

618 And now... The Weather

Sunday 4 PM in 142 for 6 Hours
GM: Beth Krestoff
Type: RPG
System: Essence20
Players: 5
Provided: All characters provided by GM
Variations: Welcome To Night Vale Roleplaying Game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Hello dear listeners… This is a story about you. All five of you. As citizens of our friendly desert community, where the sun is hot, the moon is beautiful, and mysterious lights pass overhead while we all pretend to sleep, you seem to have found yourselves tangled up in quite the scandal. How exciting! Will you be able to resolve this curious conundrum on your own or will the Sheriff’s Secret Police have to solve it for you? Between you and me, listeners, you do not want that. Not at all, dear listeners… Not. At. All… And welcome to Night Vale.

619 The Zeppelin is the Problem?

Sunday 4 PM in 144 for 6 Hours
GM: Pol Stafford
Type: RPG
System: Stealing Stories from the Devil
Players: 6
Provided: All characters provided by GM
Power Level: Introductory
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You have returned from a planned adventure in the far future multiverse to the wrong time. Not the 39th century paradise Earth you expected, but the deeply problematic 21st century. And you've ended up in Sacramento... California. Pollutants. Diseaseas. Suburban Malaise are all serious challenges in this period. So how the hell are you going to assimilate and ascend an ancient tower in the old downtown area. Ravens are guarding the tower and nordic symbols have literally bled out of the building... how will you handle all these anachronisms, restabilize reality and return home?

620 Conan: The King's Mound Expanded

Sunday 4 PM in 145 for 6 Hours
GM: Gene Lancaster
Type: RPG
System: Conan: The Hyborian Age by Monolith Games
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

New Players Welcomed!

Rumors have been told of an ancient burial mound that none dare venture to; where gold, jewelry, and ancient artifacts await for those foolish enough to enter.

Warnings were overheard of the false king and his skeletal warrior guardians. It is said that those who have visited the mound have never returned.

This is an Introductory scenario for Conan: The Hyborian Age by Monolith Games which has been expanded. The rule system is light and will be taught during play. Everything needed to play will be provided; Dice, Pencils, Character Sheets, Maps, Character Tokens, etc.

621 Neon Knights: GOBLIN QUEST

Sunday 4 PM in 148 for 4 Hours
GM: Mark Bachofer
Type: RPG
System: Goblin Quest
Edition: Neon Knights
Players: 9
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Goblins.
Not the merriest of creatures, nor the most noble. But these mischievous fellows are often painted with a crueler brush than they deserve. Goblins are crafty, sharp (in all senses of the word), and tenacious – but above all else, goblins are survivors.
They’d have to be, in order to pull off their latest heist.
Every week, the butcher's cart heads to market, full of sweetmeats, succulent sausages, and rump roasts. Such a mouthwatering target has been often coveted by you and your fellow goblins - but today will be the day that you finally make it yours.
Of course, it's best to have a place to escape the consequences of your actions afterwards. Fortunately, you know of the perfect place. Set into a nearby hillside, flanked by solid stone pillars, there's a heavy oaken door. And you're sure with a little effort, you can pry it open...

In GOBLIN QUEST, the players take on the role of Goblins! These Goblins are played with the Neon Knights rule system, a simple d6 fail-forward system. Last year, this system was used to run The Tallest Tail, an adventure of lumberjacks and were-beavers. In this year's game, there aren't any rodents afoot, but players are given a secret Goblin Quest. At the end of the adventure, if you have completed your Quest, you will receive a special prize – but watch out! If you are too obvious in your attempt, others may attempt to usurp your Quest!

622 The Winter Maiden

Sunday 4 PM in 230 for 8 Hours
GM: Steve Kani
Type: RPG
System: Cyberpunk
Edition: 2nd Ed.
Players: 6
Provided: Characters can be provided by GM
Power Level: 70ish Character Points. No Skills over 5
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Edgerunners, I have contacted you directly because I need the best investigators, fixers, techies and solos - regardless of which network or corporation employs you or who you have done jobs for in the past. I need people I know. I need you to track down a new entity that is trying to dismantle my network. Some minor surgery may be required. Actually, it's pretty major surgery but we employ the best surgeons in the world and I'm paying for it. Don't worry, you'll be fine.

623 One of Our Nukes is Missing...Again!

Sunday 4 PM in 231 for 4 Hours
GM: Chris Harget
Type: RPG
System: SpyMovie RPG
Players: 8
Provided: Characters created at game
Power Level: Elite
Variations: Light, fast, funny
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The fate of the free world is in your hands! You’re skilled, cunning, nervy spies, rife with questionable coping mechanisms and tragic backstories that make you the best! You've recovered stolen nukes before, but this time it's serious. Sheik Baron Von Hashimoto, a Rogue Nazi Yakuza Arms Dealer Ex-KGB Terrorist, claims no one will stop his nefarious plan! Players choose from a dozen spy archetypes, allocate 4 stats, customize from a quick menu of trademarks and flaws. Creation takes 5 minutes. Rules are fast and breezy.
Website: /docs.google.com/presentation/d/1dmrJu5q1zGW05MSafHl3iKDNTf4asAztpFmhSq1O5QY/edit?usp=sharing

624 The Sacred Serpent and the Grand Cyclops

Sunday 4 PM in 239 for 6 Hours
GM: Arthur Prospero
Type: RPG
System: D100 System/Call of Cthulhu
Edition: 7th
Players: 5
Provided: All characters provided by GM
Power Level: Mafiosi
Variations: No Luck. You're Lucky enough already.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Our biggest de colore distilling operation in southern Illinois has been disrupted. Stills busted. Friends of ours in that community killed. We've had problems with these lily whites and their dry-as-a-bone fraternities in the past, but this is hitting our bottom line. In retaliation, Don Citti Of the St Louis operation Has declared woe unto the Klan. Sounds fine to us, fuck those racist Cafone bastards. The Consigliere however, is not so sure. These secret societies usually have connections in the community that run pretty deep, and we don't need the law saying the Cosa Nostra is attacking honest citizens. He's sending a few of us into the sticks to take a look around. But we better hurry. Because in a week the Capo Regime are going to unleash holy hell on the Ku Klux Klan.

625 Road work ahead: Donner, Party of Five

Sunday 4 PM in 241 for 6 Hours
GM: Colin Thompson
Type: RPG
System: Other
Edition: Red Markets
Players: 5
Provided: All characters provided by GM
Power Level: Mid career takers
Variations: First Edition
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Road Work Ahead Part 1: Donner, party of five

Job offer: Donner Lake Militia Fort went and had their enclave fall. Dunno why, dunno how, don't care. The point is there was a courrier there when it happened. He's dead, also don't care. But the package is fine. Anybody willing to swing by and grab the package before the casulties wake up could get a bunch of bounty if they get it to Little Big on the Nevada side. Successful takers can navigate wilderness, be real sneaky, and run like hell. Contct WeedLordBoner69 at Last Farm.

Red Markets is a game of economic horror amid a zombie apocalypse. You are Takers, mercenaries who do jobs in the zombie wasteland dreaming of buying your way into a better life.

Five years into the zombie apocoplyse, Local 420 has to mount up and navigate the ruined remains of civilization on the first leg of their journey to the score of a lifetime.

626 Dungeon Crawler Carl

Sunday 4 PM in 242 for 8 Hours
GM: Chris Eckman
Type: RPG
System: Homebrew
Players: 5
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Greetings, esteemed volunteer! Welcome to the World Dungeon, a state-of-the-art subterranean death labyrinth brought to you by the Syndicate’s proudest purveyor of terror and reality entertainment, the Borant Corporation. Consider yourself “lucky” to be a part of Dungeon Crawler World, an event that’s not only legally sanctioned but apparently essential for intergalactic viewers who need a bit of… let’s call it high-stakes drama in their lives. You and your fellow Crawlers are now the proud property of Borant until one of two things happens: you make it past the Tenth Floor (which, statistically speaking, you won’t) and gain citizenship, or… well, that one’s too depressing. So, sue me, there’s three things… Let’s focus on the bright side, shall we?

You’ve made it this far, meaning you’re one of the select few who survived the Transformation Event and managed to avoid the tempting warmth of oblivion. Now, by stepping into the dungeon, you’ve agreed to a unique opportunity: clawing your way to freedom as a Crawler. Once inside, the System AI—yes, that’s me—will assign you a unique Crawler Number and a Crawler Name, which will be emblazoned in your HUD for the edification of your future fans. And if you’re still wondering what a HUD is, don’t worry—it’s all very intuitive, assuming you can read.

GM Note: It is good to know what Dungeon Crawler Carl is, but you do not need to have read the book, you will have fun all the same!

643 Slay the Spire: The Board Game

Sunday 4 PM on Ponderosa Table 2 for 5 Hours
GM: Jonathan Buchalter
Type: Board
System: Slay the SPire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Variations: None yet, exspansion on the way.
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

Slay the Spire
Based on the video game of the same name, this co-operative deck building game invites you to climb the living tower, facing enemies and finding opportunities along the way as you and your fellows struggle to reach the top and face your destiny. Play as one of four heroes, the resilient and strong Ironclad, whose potent strikes and hardy armor hold the line; the dexterous and deadly Silent, master of small blades and poisons; the risen machine Defect, wielder of powerful orbs with continuous effects; and the serene Watcher, whose graceful forms let them dictate the rhythm of battle. Each hero comes with their own set of cards with multiple options to build off of, leading to increasingly asymmetric decks and play styles as the game develops. but beware, for the enemies will grow along with you as you climb.
Website: boardgamegeek.com/boardgame/338960/slay-the-spire-the-board-game

644 Spirit Island (Teaching)

Sunday 4 PM on Sierra Table 4 for 4 Hours
GM: CJ Bridges
Type: Board
System: Spirit Island
Players: 4
Provided: All materials provided by GM
Variations: Full expansions
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

Teaching Game of Spirit Island! Cooperative game of settler destruction. Play as a spirit protecting the island from invaders.

Some board game experience is important as the game is quite complex, but difficulty/complexity can be tuned at several levels. I'm planning to teach 4 new players (and not play), so beginners to Spirit Island are really encouraged to apply (use priority if you need to!). I'd like to get first or second time players primarily. Please stop by even if not selected by the algorithm. That said, the table may expand some if other experienced anchors/willing teachers join in and table space allows - specifics TBD. Anyone's free to sign up, but I'd love to get the new players (did I say that already?).

All expansions/horizons content will be included (yes, this is fine for first time players!), and a few limitations are expected to keep the game "normal" (e.g. no Finder or Ocean which warp gameplay for everyone at the table).

648 Red Dragon Inn

Sunday 4 PM on Sierra Table 1 for 4 Hours
GM: Chris Akers
Type: Card
System: Red Dragon Inn
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In Red Dragon Inn, you and your friends are a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold Coins wins the game.

654 Mythic Battles: Ragnarok

Sunday 4 PM on Hall of Cities Table 3 for 4 Hours
GM: Mark Indiveri
Type: Fantasy Miniatures
System: Mythic Battles 1.5
Edition: Ragnarok-Isfet
Players: 4
Provided: All miniatures provided by GM
Power Level: Medium
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

All the Gods are at war! Command legendary heroes, unleash terrifying monsters, and lead warbands drafted from Greek, Norse and even Egyptian mythology in an epic clash for immortality. Learn as you Play - choose your Pre-Drafted dream team of deities and warriors from the likes of Zeus, Ra, Thor, Horus, Poseidon and Bast, and battle for divine glory. No experience necessary; all rules will be taught as we play. There are only 2 card types, Unit Activation Cards and War Cards - use them both to drive your gloriously painted miniatures into battle and power insane abilities to confound your opponents!
Website: /boardgamegeek.com/boardgame/415112/mythic-battles-isfet

645 Tales From The Loop: The Boardgame

Sunday 5 PM on Sierra Table 2 for 4 Hours
GM: Jason Unck
Type: Board
System: Tales From The Loop: The Board Game
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Board Gaming in the ’80s That Never Was

655 The GEV Fields Beyond

Game Cancelled

656 Trazyn's Tournament

Sunday 5 PM on Hall of Cities Table 8 for 6 Hours
GM: Raymond Metzger
Type: Sci-Fi Miniatures
System: Warhammer 40k
Edition: 10th
Players: 8
Provided: Miniatures can be provided by GM
Variations: Official Games Workshop Combat Patrols. If you have your own, please bring them. Otherwise they can be provided
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Once again, Trayzn the Infinite is bored. Terribly bored. The only thing that can cure a boredom of this cosmic scale, is to be entertained by his collection. As the leader of a group of warriors that have been imprisoned in his timeless museum, you have an opportunity you can not pass up. In exchange for amusement, Trazyn has promised the winner of the tournament freedom; to be returned to the real world. Will you be able to lead your forces to victory, and escape the clutches of the immortal collector? Or will you and your troops remain trapped; locked inside a temporal prison until the next bout of his boredom?

701 Dread: The Hangover

Sunday 6 PM in 136 for 4 Hours
GM: Steve Anderson
Type: RPG
System: Dread
Players: 6
Provided: All characters provided by GM
Power Level: Beginner friendly
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

A bunch of friends are in Vegas for a bachelor party. What could possibly go wrong?

Much, much more than in the movie, as it turns out. How much more? Only you can tell; when you pull a Jenga piece, you determine the fate of your character...and possibly all life on earth. Will they succeed, or will they die in a horrible way?

This horror game will be played using the Dread RPG system and will include violence, guns, death, gore, body horror, and maybe even Elvis.

No dice are needed and new players are welcome. This is a game focused on adult themes, so please no children.

702 The Harrowing, Pt 1: No Spare Change Asked or Given

Game Cancelled

703 The Secret Temple of Artix

Sunday 6 PM in 147 for 4 Hours
GM: Kyle Bascom
Type: RPG
System: Dungeon Crawl Classics
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A caretaker of the Travelers' Temple, nestled deep within the base of Stargazers Peak, rushed into the village with a strange wound in his shoulder. You can barely keep him calm as he babbles on about an attack from unseen assailants! He has pleaded with any who hear him to help the caretakers stave off the unknown invaders, for the prized possession of the temple cannot be stolen at any cost. In return, any other item within the temple is yours for the taking.

705 The Empty Room

Sunday 6 PM in 232 for 6 Hours
GM: Alan Alexander
Type: RPG
System: Storytelling System/New World of Darkness
Edition: Chronicles of Darkness
Players: 6
Provided: All characters provided by GM
Power Level: Beginners welcome. Age 18+ (Mature themes)
Variations: Some house-rule modifications
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Six college kids enter an empty room. That's it. Just an empty room. And then the nightmares start. Modified Chronicles of Darkness rules. Up to 6 players. Pregenerated characters will be available.

706 Yazeba’s Bed & Breakfast

Sunday 6 PM in 237 for 4 Hours
GM: Rory Dreyfus
Type: RPG
System: Yazeba’s Bed & Breakfast
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

“Once upon a time, the world was cruel, and there was a witch who knew it well…”

Yazeba’s Bed & Breakfast is the ENNIE-winning slice-of-life legacy RPG from Possum Creek Games. Like writing fanfiction for your favorite Saturday morning cartoon, the game is perfect for players with no roleplaying experience whatsoever as well as seasoned industry gamers.
Website: batrpgs.com

707 Bibliomancy

Sunday 6 PM in 238 for 6 Hours
GM: Steven Drouin
Type: RPG
System: Bibliomancy
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Libraries across the globe are under attack. Books are disappearing in puffs of purple-green mist. You are a book, violently brought to life, and bound to defend the written word. Learn to draw power from within yourself and unravel the mystery of these coordinated assaults.

Bibliomancy is a new mystery/horror TTRPG that uses player brought books as the characters for the session. Books should be approximately 200 pages in length. You will be destroy your book as part of gameplay. GM will bring extra books just in case.

708 The Dwarven Peace Crusade

Sunday 6 PM in 240 for 6 Hours
GM: J Hanju Kim
Type: RPG
System: Savage Worlds
Edition: SWADE
Players: 6
Provided: All characters provided by GM
Power Level: Veteran
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Nearly thirty years ago, your people’s home in the Lonely Mountain was destroyed by the dragon Smaug. Now you live as refugees. For nine years, King Thrain has waged a devastating war with the orcs of the Misty Mountains, in vengeance for the death of his father Thrór – possibly influenced by the ring he wears, the last of the Dwarf-rings from long-dead Sauron. Now Thrain is preparing for a potentially devastating final push at the gates of Moria, which may kill off much of what remains of your people.

As his family and subjects, you have determined to push forth from the safety of your homes, make your way to the front line, and pull him back from his madness - stopping the war. The way is long and none will support your journey, but it must be undertaken for the survival of your people.

This is a Savage Worlds event set in Middle Earth, with characters who are more ordinary people on an extraordinary quest.
Website: /docs.google.com/document/d/1Q6e2BrdLLRfpV-IZ9BvKwYR2rWNpPG9pkuciEACRyTg/edit?tab=t.0

741 The Napoleonic Wars

Game Cancelled

742 IKI: A Game of Edo Artisans

Sunday 6 PM on Sierra Table 3 for 4 Hours
GM: Nicholas Battjes
Type: Board
System: IKI
Edition: 1st UTSUROI
Players: 4
Provided: All materials provided by GM
Variations: English text, Japanese art
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

IKI casts the players as well-to-do business people in Edo (now called Tokyo), Japan. IKI is a Japanese concept somewhat akin to 'chic' or 'urbane', and was considered the ideal an Edoite merchant should strive for. You can become more Iki by running successful businesses, developing the community, eating seasonally, and tastefully displaying your wealth.

The winner will be the player who is the most IKI by end the end of the game wins! During the game you will move your your agent around the board, developing your own business and patronizing the business of other players. It's a rondel Eurogame at its heart with a Japanese theme and art style.

751 The Return of Ymir

Sunday 6 PM on Hall of Cities Table 9 for 3 Hours
GM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: www.thereturnofymir.com

771 The SunKing's Private Reserve

Sunday 6 PM in Salon B/C for 6 Hours
GM Troupe: Team Volare' (Rob Allard & Lydia Black)
Type: LARP
System: L.A.R.P.S.
Edition: 2nd edition
Players: 24
Provided: All characters provided by GM
Variations: Some GM Fiat
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: 7th Seas/Pirate
Costume Suggestions: Pirate, 1600s

On the Montaigne Ship The Ivory Toad, crew, passengers and prisoners are bound for the secret prison, Le Judgement Du Roi, but rough seas and intrigue may change the vessel’s course and the fate of all aboard. Come join us on the 7th Seas for a Team Volare’ Production.

772 The Freighter Coralus

Sunday 6 PM in 1445 for 4 Hours
GM Troupe: Antonio Morton
Type: LARP
System: Freeform-Improv
Players: 8
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Hard Space Science Fiction
Costume Suggestions: All grey clothing

You are the crew of the Coralus , a rickety old freighter carrying much needed relief supplies to a settlement on the planet Ithaca, which has been cut off by ion storms for the past year.

You work for the Galactic Relief Foundation, a grand name for an organization which very much fails to live up to it. Twenty minutes ago an accident occurred forcing the the crew to make a critical decision. This game will include several short improv exercises to enhance enjoyment of the game.

710 What We Sow

Sunday 8 PM in 138 for 4 Hours
GM: John Lynch
Type: RPG
System: Year Zero
Edition: Vaesen
Players: 5
Provided: All characters provided by GM
Power Level: All players will play a new investigator.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Society has been invited to the Dalmatian coast to help a mill owner whose mill is suddenly cursed! What is causing all of the accidents and injuries? And who are the strange figures lurking in the wheat fields, watching their every move?

What We Sow is a mystery for the Vaesen TTRPG. Players take on the role of supernatural investigators, tasked with following clues and facing danger to protect both the mortal and magical worlds from ruin. This adventure may include themes of murder, betrayal, and violence. No experience with the Vaesen system is required. The GM will supply pregenerated characters.
Website: /riddleandrook.com/

743 Emissary

Sunday 8 PM on Sierra Table 1 for 4 Hours
GM: Tristan Muntsinger
Type: Board
System: Emissary
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

The war is won or lost before the armies march. The Warring States period was an era during the 3rd century BC in ancient Chinese history characterized by warfare, as well as bureaucratic and military reforms and consolidation. Emissary is a mid/heavy weight 2-8 player game set in this period. Players battle for control of the kingdom through diplomacy and warfare in this deterministic area control game. Inspired by games like Ankh, Game of Thrones, Kemet, and Scythe, Emissary stands out with its ZERO randomness, heavy focus on strategic decision making, and a unique diplomacy track. Perfect for fans of 'decision salad' type games with a unique historical setting. The game takes place over the final 10 years of the Warring States period (230 BCE - 221 BCE). Each player will assume control of one of the 7 states fighting for control of China (Qin, Qi, Chu, Wei, Yan, Zhao, Han) or the vicious barbarians to the north (Xiongnu). Players will issue orders (via multi-use cards) to their armies or use cards in combat.

801 All About The Mani

Monday 8 AM in 132 for 8 Hours
GM: Jesse Harder
Type: RPG
System: City of Mist
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Even from several streets away, you can already hear the music, a dozen different tunes clashing and echoing between the giant-sized hotels, each casino trying to outdo its competitors. Day or night, you can see beams of light blazing in a myriad of colors against the dark clouds, which cover this den of vice like a blanket. There is no better place for a heist than Fortune Row, The City’s district of glitz and glamour. And though the vaults of the myriad casinos store more wealth than any gambler could ever dream of, you’ve set your sights on a far more valuable score: luck itself.

In the narrative-first, urban-fantasy, noir game of City of Mist you play as Rifts, ordinary people with extraordinary powers. These powers come from a Mythos, a force of myth, legend, folklore, and story, which wishes to have its tale retold through you.

802 Mystery at 3M

Monday 8 AM in 134 for 8 Hours
GM: David Guon
Type: RPG
System: Traveller
Edition: MegaTraveller (GDW)
Players: 6
Provided: All characters provided by GM
Power Level: Rules Knowledge: Useful. Mature content
Variations: Gateway Sector
Rules Knowledge: Experience Useful
Game Content: Mature Themes

On the remote desert-world of Caster (2035 Cinder/Gateway) a mining settlement has gone off-line. No one responds to any communications and the mag-lev line shows as blocked. Mining executives and starport authorites want to know what has happened and has asked the crew of the Phoenix Hawk to find out.

This scenario is a follow-on to Fate of the Ad Astra (DDC-46) and Liberty Port: Revonis (DDC-47), and Shoals of Fire (DDC-48).

More role-play than combat, but be sure to pack your laser!

803 Magic Gone Wild

Monday 8 AM in 136 for 8 Hours
GM: Les Child
Type: RPG
System: Dungeons & Dragons
Edition: 1e
Players: 8
Provided: All characters provided by GM
Power Level: 5-7
Variations: House Rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes

You are a part of a decidedly failed adventuring group. All your decent treasure, including most of your good magic items went one by one to level training, resurrections, and restitution. The few remaining trinkets you have are utility items. The only work you can get is guarding caravans nobody has any interest in assaulting, or providing security for social events.

Well, until Tuesday...

804 Glenhold Outbreak

Monday 8 AM in 138 for 8 Hours
GM: Aaron Blomenkamp
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 6
Provided: All characters provided by GM
Power Level: 13
Rules Knowledge: Experience Useful
Game Content: Mainstream

Time is short before the Pyroclast Division arrives at the town of Glenhold. Glenhold suffers from a plague and the local healers have been unable to stop the spread. The town is currently locked down to contain the spread. You, as a member of a special squad from the Imperial Order of Dawn, have orders to stop the outbreak before the Pyroclast Division is brought in. What will you do to save Glenhold?

805 Let it Snow

Monday 8 AM in 141 for 6 Hours
GM: Robert Weidman
Type: RPG
System: Dungeons & Dragons
Edition: 2024 Rules
Players: 6
Provided: Players must provide own characters
Power Level: 10
Variations: Magic Items-1 Rare, 2 Uncommon, 6 Common
Rules Knowledge: Experience Useful
Game Content: Mature Themes

In the frozen reaches of the world, beyond the northernmost peaks where daylight burns dim and the winds sing and sting like banshees, legends whisper of a divine artifact.

806 The Whispers of the Endless Gale

Monday 8 AM in 143 for 8 Hours
GM: Robert Anderson
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition
Players: 8
Provided: Characters can be provided by GM
Power Level: 16
Rules Knowledge: Experience Useful
Game Content: Mainstream

Yan-C-Bin, the Prince of Elemental Air, desires to strip all other planes of their atmosphere and stability, leaving them as barren, wind-scoured voids. Find a way to stop the “Air-Siphons” before your personal plane and or home world is consumed by a Tornado of Magical intensified Air and turned into “A Living Storm”.
• Starting Gear: 5,000 gp plus1d10 x 250 gp, three uncommon magic items, one rare item, normal starting equipment
• Start Stats: Standard Array
• Also. One Additional Feat to Start
• Please No-3rd Party

807 There Can Only be One!

Monday 8 AM in 146 for 8 Hours
GM: Ron Correll-Feichtner
Type: RPG
System: Unisystem
Players: 7
Provided: All characters provided by GM
Power Level: Character Archteypes from the TV show. In between Seasons 4 and 5 of the TV show.
Variations: Buffy The Vampire Slayer RPG, Eden Studios
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Just when you were hoping for a break, Evil once again comes to town! Of course, this is Sunnydale. So did it ever really leave? Join Buffy and the rest of the Scoobies as they fight vamps, demons, and turn back the forces of evil who once again want to open the gates of the Hellmouth. This time, the threat has ties to the past! Can Buffy and the gang prevail once again!

841 Trogdor: The Board game

Monday 9 AM on Ponderosa Table 1 for 2 Hours
GM: Jonathan Buchalter
Type: Board
System: Trogdor: The Board Game
Edition: Kickstarter
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

THE TROGDOR COMES IN THE NI~IGHT! Play as the keepers of Trogdor as you help guide the mighty burninator as he lays waste to Peasantry with beefy arm and scorching flames! Trogdor is a co-operative game for up to 6 players, where each player takes it in turns to guide The Burninator in his quest to bring Burnination to the lands as you dodge pesky knights and bowmen. But beware, for legends speak that the Troghammer comethod!
Website: trogdorboardgame.homestarrunner.com

808 Derailment at St. Faustina Station

Monday 10 AM in 137 for 6 Hours
GM: Patrick Riley
Type: RPG
System: Wildcard Roleplaying System
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

After a deadly subway accident, several strangers find themselves in a chthonian labyrinth. To reach their next destination, they must overcome numerous trials, defeat formidable monsters, and confront their own demons.

809 Ruins of Castle Gygar (Monday Session)

Monday 10 AM in 139 for 6 Hours
GM: Ben Longman
Type: RPG
System: Dungeons & Dragons
Edition: 1981 B/X
Players: 6
Provided: All characters provided by GM
Power Level: 2-4
Variations: Old School Essentials, Ascending Armor Class and some light house rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes

The Ruins of Castle Gygar is almost a West Marches style campaign, where sessions are run through the year at different conventions, with different players taking on the roles of different characters.

Explore the environs around Jotunsburg including the Dungeon outside of Jotunsburg and the Ruins of Castle Gygar.

It is run via Old School Essentials (1981 Basic/Expert D&D) and uses Ascending Armor Class. It will occasionally incorporate 0-level characters to refresh the stock of available characters.

This game is intended for adult players and children will be turned away.

810 The Sablewood Messengers

Monday 10 AM in 140 for 4 Hours
GM: Walter Manbeck
Type: RPG
System: Daggerheart
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Dive into the heart of adventure! Your need to deliver a mysterious package to a village deep within the Sablewood forest, to someone called the White Fire Arcanist.

Long Description:

Your party is tasked with delivering a mysterious package to Hush, a village deep within the Sablewood forest, to someone called the White Fire Arcanist. The adventure features six pre-generated characters, including Marlowe Fairwind (Loreborne Elf Sorcerer), Barnacle (Underborne Ribbet Rogue), Garrick Reed (Highborne Human Warrior), Khari Nix (Ridgeborne Giant Guardian), and Tegan Saphire (Slyborne Faerie Bard). Designed to be a self-contained experience, guiding players through the mechanics of Daggerheart, the adventure provides opportunities for players to interact with the world and contribute to its narrative by diving into collaborative storytelling, exploration, combat, and social interaction. Players will learn the rules of the game as they delve deeper into the mystery unfolding before them!

811 Murder in Ape City

Monday 10 AM in 142 for 6 Hours
GM: Norm Albert
Type: RPG
System: D6 System
Edition: Planet of the Apes
Players: 6
Provided: All characters provided by GM
Variations: Magnetic Press Play
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The unthinkable has happened! Ape has killed ape! Join the investigation and help restore peace and order to Ape City.

812 Lost Citadel of the Scarlet Minotaur

Monday 10 AM in 144 for 4 Hours
GM: Lisa Beasley
Type: RPG
System: Shadowdark
Players: 6
Provided: Characters can be provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Explore the ruined citadel, where stories tell of legendary treasures. And of the Scarlet Minotaur, wrathful guardian of its domain

813 The Hoard of the Sea Wolf King

Monday 10 AM in 145 for 6 Hours
GM: Gil Trevizo
Type: RPG
System: Shadowdark
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

For as long as your people have sailed these waters, the clans of the Sea Wolves have sent their youth into the pitch-black caves of Old King Skorgald to battle draugr, trolls, and things unspeakable, hoping to bring back treasure that would prove themselves worthy to take on the wolfskin. Now your time has come, to face your fate and return with glory and honor, or join the bleached bones of the many who fell to the Sea Wolf King. This 0-level gauntlet adventure (published in Cursed Scroll #3) serves as an introduction to Shadowdark, a gritty low-fantasy RPG similar to Basic D&D with modern elements.

814 The Corruption of Skyhorn Lighthouse

Monday 10 AM in 147 for 6 Hours
GM: Muffy Barkocy
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 5
Provided: Characters can be provided by GM
Power Level: 8
Rules Knowledge: Expected
Game Content: Mainstream

Embark on a thrilling underwater adventure in The Corruption of Skyhorn Lighthouse, a Dungeons & Dragons adventure designed for 8th-level characters. Strange creatures are attacking the seas, and the keeper of the lighthouse has been accused of summoning them. Team up with a mysterious triton to uncover the truth, explore dangerous coral caves, and face off against a sinister force lurking in the depths. Will you save the seas or succumb to the darkness? Perfect for fans of mystery, exploration, and epic battles!

815 When Push Comes to Shove

Monday 10 AM in 148 for 4 Hours
GM: Andrés Pérez-Bergquist
Type: RPG
System: Draw Steel
Players: 5
Provided: All characters provided by GM
Power Level: 1st
Variations: None
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

An evil cult seeks to unleash a forgotten horror, and it’s up to you to stop them! Trek through dark woods, scale high mountain peaks, and delve into the heart of an ancient dwarven forge to do battle with them and their minions across a variety of 3D terrains with plenty of treacherous drops hungering for enemies to be kicked over the edge. Enjoy robust tactical fantasy combat and learn as you play the highly-anticipated Draw Steel RPG. All characters provided, no prior experience necessary.

816 Drumer and the Whale

Monday 10 AM in 230 for 2 Hours
GM: Arthur Ulfeldt
Type: RPG
System: Cyberpunk
Edition: Cyberpunk RED
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Neon glare fades to black water, and something down in Night City Bay is singing—a strange ULF signal pulsing from the deep like a whale with a grudge. A pattern-obsessed dataworker hires your crew for what sounds like simple salvage: get under the waves, find the source, drag it topside, get paid. But in Night City, treasure is never just treasure—it’s a trigger, and once you bite, the ocean bites back.

842 Battlestar Galactica: Darkness Before Daybreak

Monday 10 AM on Ponderosa Table 2 for 6 Hours
GM: Mike Hutchinson
Type: Board
System: Battlestar Galactica
Edition: First Edition
Players: 6
Provided: All materials provided by GM
Variations: Elements of all Expansions Included (mostly Exodus)
Rules Knowledge: Expected
Game Content: Very Complex

Come and play the thrilling board game based on the SyFy reboot of Battlestar Galactica. Elements from all expansions will be included (but mostly from Exodus) Rules knowledge expected. Players 18 and over preferred.
Website: /www.fantasyflightgames.com/en/products/battlestar-galactica/

843 Foundations of Rome

Monday 10 AM on Sierra Table 1 for 3 Hours
GM: David Reed
Type: Board
System: Foundations of Rome
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Compete against other architects to construct the greatest monuments, marketplaces, and housing projects bringing you the greatest glory in Rome, the eternal city.

844 Iron Dragon

Monday 10 AM on Sierra Table 2 for 4 Hours
GM: Blake Ogle
Type: Board
System: Iron Dragon
Edition: 1st
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Iron Dragon takes railroading games where they have never gone before — to a land filled with elves, cat-people, trolls and magic. Genetically engineered dragons pull trains across dangerous and unexplored territory. Connect cities, fight off forest creatures, and explore the underground to build a railroad empire.

Based on the Empire Builder system, this fantasy game puts classic building strategy and money management tools in a new venue. Players use erasable crayons on a special board and operate a rail empire. Perfect for an evening of fun and adventure with family and friends.

In Iron Dragon, probably the most elaborate of the crayon rail games from Mayfair Games, players are set within a fantasy world attempting to create an extensive and profitable rail network. Players use crayons to draw their rail lines on the game board itself and use their existing rail lines to pick up and deliver commodities for payouts dictated by cards.

In addition to the standard mechanisms of Empire Builder, Iron Dragon introduces Foremen, which reduce terrain building/river crossing costs depending on their race (elves get a discount in the forest, dwarves get a discount in the mountains, etc.) and Ships, which allow trains to cross the sea between continents, avoid bottlenecks on land, or jump between two unconnected rail networks. Resources are much more segregated by region, with each region specializing in a few resources based on their back story (which is written in the manual).

851 The Witcher The Old World

Monday 10 AM on Hall of Cities Table 1 for 6 Hours
GM: Gregory Betchart
Type: Fantasy Miniatures
System: Witcher The Old World
Edition: First
Players: 5
Provided: All miniatures provided by GM
Power Level: Beginners welcome
Variations: Monster expansions, grenades, more quests, possibly epic monsters and Skellig
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Witcher: The Old World With Expansions for five players.

852 X-Wing Convoy Raid & Transport Interception

Monday 10 AM on Hall of Cities Table 2 for 4 Hours
GM: Steffen Metzger
Type: Sci-Fi Miniatures
System: X-wing
Edition: 2
Players: 8
Provided: All miniatures provided by GM
Power Level: Beginner
Variations: N/A
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Convoy Raid:
The Imperials are supplying their surrounded troops on Christophsis, intercept this crucial transport and capture it. Be aware though, there are Black Sun pirates roaming the sector.
(3 Teams: Imperial, Rebel Alliance, Black Sun)

Transport Interception:
The Corporate Sector Authority is having a high priority meeting near the Mon Cala Sector. Shuttles are seen carrying these important figures. destroy these shuttles so we can liberate the sector.
(2 teams: CSA, New Republic)

Battle for Sullust (If we have time):
With the Empire Fractured after our victory at Endor, many warlords want to claim leadership. The Imperial Remnants are attacking Sullust from the north while the Eriadu Authority strike from the South. We have most of their forces separated from the battle, so try to defeat the remaining forces at Sullust.
(2-3 Teams: Eriadu Authority, Imperial Remnants, New Republic)

853 Cthulhu Wars

Monday 10 AM on Hall of Cities Table 5 for 4 Hours
GM: Jill Gelster
Type: Sci-Fi Miniatures
System: Cthulhu Wars
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Old Ones have risen. Monsters walk the Earth. Humanity is finished, but the struggle continues. Which Great Old One will rule the ruins of Earth? Now, you take charge! Choose 1 of 8 asymmetric factions to battle over the Earth to see who gets to devour it!

No experience necessary. The rules are easy to learn and each faction proceeds to break the rules in different horrifying ways.

854 The Return of Ymir - The Last Game

Monday 10 AM on Hall of Cities Table 9 for 3 Hours
GM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

You are stil here? Cool! Let's play one last game!

-

Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: www.thereturnofymir.com

845 Arkham Horror

Monday 11 AM on Ponderosa Table 1 for 5 Hours
GM: John Holmes
Type: Board
System: Arkham Horror
Edition: 2005 edition
Players: 5
Provided: All materials provided by GM
Variations: None
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Arkham is a Massachusetts town, so we will have some good old fashioned New England town hall democracy. The investigators will get to *vote* on which lurking Ancient One is lurking in the void, lusting for ruin, destruction and world domination!. Preserve our traditional New England way of life!
Website: /www.arkhamhorror.com/

846 Roll Player

Monday 11 AM on Sierra Table 3 for 3 Hours
GM: Katie OBrien
Type: Board
System: Roll Player
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Mighty heroes don’t just appear out of thin air -- you must create them! Race, class, alignment, skills, traits, and equipment are all elements of the perfect hero, who is ready to take on all opposition in the quest for glory and riches.

In Roll Player, you will compete to create the greatest fantasy adventurer who has ever lived, preparing your character to embark on an epic quest. Roll and draft dice to build up your character’s attributes. Purchase weapons and armor to outfit your hero. Train to gain skills and discover your hero’s traits to prepare them for their journey. Earn Reputation Stars by constructing the perfect character. The player with the greatest Reputation wins the game and will surely triumph over whatever nefarious plot lies ahead!

817 Beast Killer Project: Incursion

Monday Noon in 149 for 4 Hours
GM: Lucia Ogle
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition 2024
Players: 5
Provided: Players must provide own characters
Power Level: Tier 3 (levels 11-16)
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

A modern fantasy, written by the GM. Lots of player improv and world-building encouraged.
Horrible things are happening in the port city! Rifts have opened over the city, and monsters like no one has ever seen are tearing everything apart with fists, tendrils, and what-have-you. The high-level wizard and city's unofficial protector is nowhere to be found! Strangest of all, a member of her conservation organization contacted you about imminent inexplicable events just a day before all this happened. What's really going on here? Where have these creatures come from? What does an environmental nonprofit have to do with it all? Will the city be utterly destroyed? Part three of the Beast Killer Project!

847 Codenames & Codenames Pictures

Monday Noon on Sierra Table 4 for 1 Hour
GM: Antonio Morton
Type: Board
System: Codenames
Edition: 1st Edition
Players: 8
Provided: All materials provided by GM
Variations: Codenames & Codenames Pictures
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames — single-word labels like disease, Germany, and carrot. Yes, carrot. It's a legitimate codename. Each spymaster wants their team to identify their agents first...without uncovering the assassin by mistake.

In Codenames, two teams compete to see who can make contact with all of their agents first. Lay out 25 cards, each bearing a single word. The spymasters look at a card showing the identity of each card, then take turns clueing their teammates. A clue consists of a single word and a number, with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if they're correct, they can keep guessing up to one more than the stated number of times; if the agent belongs to the opposing team or is an innocent bystander, the team's turn ends; and if they fingered the assassin, they lose the game.

Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play.