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Drop In Carabande

Friday 10 AM on Hall Table 7 & 8 for 8 hours
Room Map
GM: David Gabriel
Type: Other
System: Carabande
Players: 40
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Ladies and Gentlemen. Start your fingers! All ages welcome and very easy to learn how to play. Games take only 30-60 minutes to play so it makes a great filler while waiting for something else to play.

Welcome to DunDraCon

Friday Noon in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Steve Perrin and Members of the DunDraCon Staff
Type: Seminar

DunDraCon Committee answer questions and tell stories of past DunDraCons and speculate on the future of DunDraCon

P01 The Malevolent Seven

Only available via On-line Pre-registration
Friday Noon in 143 for 8 hours
Room Map
GM: Jim Puder
Type: RPG
System: Hero 5th Edition (Champions)
Players: 6
Provided: Players provide their own characters
Power Level: 12-14 DC, 30-35 PD/ED, Spd 5-7 sliding scale
Variations: some house rules
Rules Knowledge: Useful
Game Content: Mainstream

Can your group put a stop to MechKnight and his Malevolent Seven's predations? Bank robberies, assaults on Super Heroes, kidnapping Super Heroes. Until asks that you intervene to bring this group to heel. Are you up to the task?

P02 The Dyson Gambit KIC 8462852

Only available via On-line Pre-registration
Friday Noon in 145 for 8 hours
Room Map
GM: Duane Frederick
Type: RPG
System: Storyboard
Players: 6
Provided: Characters created for game
Power Level: 20 traits 10 preselected
Variations: Combat pool ²10 dice (open-ended D10)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Humanity had spread to the stars.The development of the Cochran Drive allowed starships to travel instellar distances in very little time. Alien species were encountered and humanity eventually formed alliances and established very profitable trading partners. But there was one area of the Galaxy that was unexplored called the Darksun sector. No space vessel that had ventured into the Darksun sector ever returned. The galactic counsel decided to build the USS Horatio Nelson and send it to explore the Darksun sector. The ship came under attack and was captured. Within one hour Captain Olaf Stapledon sent a hyperspace message that simply said 'You will be eliminated.' The Hyper War had begun. 1000 human and allied worlds were lost and at the beginning of the war humans experienced a vast technological disadvantage. The advantage that humanity has was its prolific and expansive nature. It took the Illuminati over 400 years to eliminate the outer planets. Though the losses were heavy it bought time for the Galactic Federation to develop technology that eventually brought the conflict to a stalemate. The enemy went home and the Galactic Military decided that now is the time to strike the enemy home world. You are part of the Special Forces Strike Team that Galactic SOCOM is sending.

P03 Big Trouble In Little Punjar

Only available via On-line Pre-registration
Friday Noon in 147 for 4 hours
Room Map
GM: Jon Wilson
Type: RPG
System: Dungeon Crawl Classics
Players: 6
Provided: Characters created for game
Variations: Zero-Level Funnel
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Lords of Deepwater gang have busted up a couple of your best buddies and that can't stand! But this is no ordinary day in the Little Favela... Strangeness Ahead!

P04 Upset the Balance of Power

Only available via On-line Pre-registration
Friday Noon in 149 for 4 hours
Room Map
GM: Mario Cole
Type: RPG
System: Dungeons & Dragons 5th Edition
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Power Level: 20th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A realm of the Abyss, Androlynne has long been a battleground between the Forces of Good & Evil. As a lvl20 the time has come to make your mark there. Here's a chance to play around at the highest power level in the game facing some of the baddest the game has to offer.

P05 Marshy Hollow

Only available via On-line Pre-registration
Friday Noon in 151 for 8 hours
Room Map
GM: Steve Marsh
Type: RPG
System: Dragon Strike
Edition: Original
Players: 8
Provided: All characters provided by GM
Power Level: 1st-3rd
Variations: introducing lvl up
Rules Knowledge: Beginners Welcome
Game Content: Family

The original Dragon Strike game features warrior, wizard, elf and thief completing quests before the red dragon appears.

Introducing Lvl Up to the basic game for a slight edge to the players.

P06 Mystery Men - Liberia, 1925

Only available via On-line Pre-registration
Friday Noon in 152 for 8 hours
Room Map
GM: Jim Gettman
Type: RPG
System: Hero 5th Edition (Pulp)
Players: 6
Provided: Characters may be provided by GM
Power Level: 100+100, 9DC@4SPD&6CV, 3*DEF+STN²84
Variations: equipment costs points
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

America meets Africa in the golden age of jazz, planes, rubber and bananas. Trouble lurks, and President King needs a few extraordinary souls. Powers are subtle, guns aren't.

This is Champions V5 (the black book) with 100 base. These special rules apply -


___Character Design___________
#### NOTE THE CHANGE TO 100+100 base+disads ####
We use modern world everyman skills and restrictions
The GM reserves the right to order modifications to any character
Points can be unspent and reused, except Independent points must be recovered in RP
Weapons and other items must be paid from power points
Characters will be paid, so can afford to buy new weapons and ammo
Characters with land, planes and such (e.g. machine guns) must buy wealth to reflect this
Martial arts should generally be western style, but origin stories can alter that
Martial move-by is banned

___Campaign Limits___________
ATTACK OCV LIMITS ARE PER THIS CHART -

SPD= 3  4  5
DC   == == ==
10 -  7  5  4
9 -  8  6  5
8 - 10  7  6

DEFENSE AND STUN LIMITS -
Your character should be KO after 3 average 9d6 attacks.  That is 94 Stun at 0 DEF, 60 Stun at 8 DEF, 36 Stun at 16 DEF, etc. 

These are maximums, lower values are possible
Other speeds not allowed
Weapons in the book are not canon
Modern powder, cartridges, bullets and actions were all available By 1925
Custom advantages are fine, but results must be within the DC maximum
Disadvantages do not count towards fitting bigger attacks into lower DC
+1STN on autofire (AF) or area KA is a +1/2 advantage
x2 knockback is a +1/2 advantage
+2STN or higher is not allowed
Double barrel guns may fire single shot or AF2 (if AF at all)
Auto-loading pistols may fire single shot, AF2 or AF3 (if AF at all)
Skills to offset autofire and other multiple target penalties are not allowed
Only energy blasts and flashes can use spreading rules, not killing, entangle, drains, etc.

Excellent reference - http://www.firstworldwar.com/weaponry/index.htm

STANDARD RIFLE CARTRIDGES (RKA vs PD, great accuracy and range) -
- 10DC = Elephant guns        = 3d6+1       (.458 Winchester, .505 Gibbs, .577 Nitro Express, etc.)
- 10DC = High power guns      = 2.5d6 +1STN (.470 Grant & Lang, .404 Jeffery, etc.)
-  9DC = Big game rifles      = 3d6         (.50 Sharps, .450 Nitro Express. etc.)
-  9DC = Military rifles      = 2d6+1 +1STN (.30-06 Springfield, .303 Enfield, etc.)
-  8DC = Low velocity rifles  = 2.5d6       (.416 Rigby, etc.)
-  8DC = High velocity rifles = 2d6   +1STN (.375 H&H Magnum, etc.)

STANDARD SHOTGUN LOADS (RKA vs PD) -
- 10DC = 10 bore sabot slug   = 3d6+1      (good accuracy and range)
- 10DC = 12 bore 3 balls      = 2.5d6 AFx3 (low accuracy and range)
- 10DC = 12 bore 2 barrel     = 2.5d6 AFx2 (medium accuracy and range)
-  9DC = 12 bore sabot slug   = 3d6        (good accuracy and range)
-  9DC = 10/12 bore full slug = 2d6 x2KB   (low accuracy and range)
-  9DC = 10/12 bore buckshot  = 2d6   AFx5 (low accuracy and range)
-  8DC = .410 3 balls         = 2d6   AF3  (low accuracy and very low range)
-  8DC = 12 bore muzzle load  = 2d6-1 AF5  (low accuracy and very low range)
-  8DC = 12 bore muzzle load  = 2d6   AF3  (low accuracy and very low range)
-  8DC = 12 bore muzzle load  = 2d6-1 x2KB (low accuracy and very low range)

STANDARD HANDGUN LOADS (RKA vs PD, low accuracy and range)
-  9DC = .45 revolver         = 2d6-1 +1STN AF3
-  9DC = .41 revolver         = 1.5d6 +1STN AF3
-  9DC = .45 ACP              = 2d6-1 +1STN x2KB
-  8DC = .45 or .4x snakeshot = 1.5d6 1 hex
-  8DC = .410 Derringer 3ball = 2d6   AF3
-  7DC = .38 revolver         = d6+1 +1STN AF3
-  7DC = .45 Derringer        = 2d6-1 AF2
-  7DC = .30 Mauser           = 2d6-1 AF3

OTHER WEAPON EXAMPLES
- 10DC = 2 handed sword       = 3d6+1 HKA vs PD
- 10DC = 2 handed maul        = 10d6 HA vs PD
- 10DC = 2 handed pick        = 2d6+1 HKA vs PD armor piercing
- 10DC = Dynamite             = 7d6 explosion vs PD (explosives can round off DC)
- 10DC = Flame thrower        = 7d6 explosion vs ED (Kleinflammenwerfer, explosives can round off DC)
- 10DC = German Grenade       = 1.5d6 RKA explosion +1 STN vs PD
-  9DC = Grooved Grenade      = 2d6 RKA explosion vs PD (Mills bomb (UK), or MKII (US))
-  9DC = Machine gun          = 2d6 RKA vs PD AFx5 (Maschinengewehr 08, Vickers)
-  8DC = Thompson submac. gun = 2d6-1 RKA vs PD AF*5
-  8DC = War club             = 8d6 HA vs PD

___Character Disadvantages____
Limits are 50 points per category
Berserk character's targets are selected by the GM
Reputation: This is a Disadvantage.  If you want to be known and loved, buy a Perk
Hunteds and DNPCs must be submitted with the character or well known to the GM

___In Play____________________
No hit locations
DEX roll-offs are 3d6, for low
Aid, Change Environment, Darkness, and Force Wall (except around self) require an attack, thus they end a character's phase
Leaping needs an attack roll (vs. a hex) unless bought as accurate +1/4
Resistant defense is not needed to subtract stun from Killing Attacks
Inaccessible foci can be attacked at DCV+2 plus or minus GM discretion 
Accessible foci can be attacked at host DCV or 8 DCV, plus or minus GM discretion 
Foci have DEF and BODY of AP/10, with activation rolls proportional to damage
Characters may Recover regardless of damage taken during a phase.
(Recovering with a delayed action is still prohibited.)
Recovery breakpoints are -10, -20, -30, not based on BODY
Ego is not a defense vs. Presence Attack, and does not replace DEX
Uncounscious characters are not stunned

___Skills_____________________
KS, PS, and Sc Skills are never bought as Characteristic-based
Use the Language Chart
Skill Rolls: A roll of 11- is the equivalent of a Bachelor's Degree or a person of standard competence in his profession. 12- is a Master's Degree or a BS followed by a few years of experience. A just-graduated Ph.D. has a roll of 13- or 14-. Rolls above 15- are not allowed without good reason 
Everyman Skills: Add Culture Knowledge: own culture. The roll for this and for Everyman AK is 11-
Combat Skill Levels: an MP is not a tight group.
(Clarification) Levels with X may only be used when doing X.  For example, HTH Levels can be used for a HTH maneuver, but not Martial arts.  When doing MA, the HTH Levels cannot even be DCV vs HTH.
Systems Operation is not allowed
Weapon Familiarity: is needed for all weapons
Skill Enhancers: Skill Enhancers increase Everyman Skills and Cramming
Overall levels can add to everymen skills, as can complimentary rolls
Everyman skills (8-): ACTING, CONVERSATION, CLIMBING, CONCEALMENT, DEDUCTION, PS:Livelihood, SEDUCTION, STEALTH, TRADING
Everyman Lang: Native tongue, literate
Everyman WF: Unarmed combat, rocks, thrown rocks, clubs
Enhanced everyman skills (11-): AK:Homeland, CK:Home culture/faith

___Perks______________________
Secondary Characters: The cost of Bases, Followers, Multiform, Summoning, and Vehicles is calculated from the Base Cost of the secondary Character, i.e., Total Points - Disadvantages
Public Acceptance (Will Tharp): The Character is recognized and well liked by the public and government in a region whose size depends on the number of Points spent:
1 Point  - city
2 - nation / region
3 - planet / pocket dimension / secret society
4 - star system / alternate dimension / interplanetary force
5 - galactic arm / poly - dimensional organizations

___Talents____________________
Overall Levels do not add to Talent rolls, especially find weakness.
Cramming rolls are modified by Skill Enhancers
Find Weakness cost minus five counts toward AP/DC limits on attacks affected

___Power Frameworks___________
Elemental controls are banned
A Gadget Pool (VPP/must be Foci/change in lab) may contain gadgets with MultiPowers

___Power Limitations__________
Limited: Use the Activation Roll for guidance. For example, a Power that is half effective gets a -1 Limitation
Linked: Linked Powers become effectively a single Power and are always used together; neither may be used separately.
Multiple attacks are not allowed, i.e. two or more attacks may be used in one action only if they are Linked.

___Power Modifiers____________
Area Effect Radius is treated as 1" greater than standard. Thus, 1" radius covers 7 hexes, and so on
An Area Effect attack with no range may be centered on an adjacent hex
Double Knockback is +1/2 Advantage
No Normal Defense: As a rule of thumb, the appropriate defense should be possessed by about one-quarter of all targets
Variable Advantage: costs twice the amount of usable Advantage, analogous to Variable Limitation
Variable Special Effect: On a Force Field (for example) this can vary the ratio of PD/ED when less than full

___Powers_____________________
Power special effects should match the non-magical nature of the campaign, or be bought as invisible
Adjustment Powers: Points gained below the maximum of a Characteristic do not count toward the adjustment max and do not fade.  
Adjustment powers: Roll at the basic cost per die and convert with rounding, e.g., 50 AP DEX drain is 5d6 / 3.  The drainer can carry rounding to the next attack on the same target.
Aid costs 10 pts/die, and is still well-scrutinized
Clairsentience: Precognition/Retrocognition are modified by -2 per step on the Time Chart.
Damage Reduction is a Defensive Power.  AP, Find Weakness halve the percentage. NND and AVLD damage are not reduced by Damage Reduction (unless, of course, that is the defense)
Defensive Powers: Damage Reduction is a Defensive Power.  AP, Find Weak- ness halve the percentage. NND and AVLD damage are not reduced by Damage Reduction (unless, of course, that is the defense)
Enhanced Senses: Telescopic with all senses is 2 points per +1
Force Wall: Force Walls are immobile, they cannot move with a Character
Hand Attack costs 5 pts/die
Images: Images at no range may be used to make a Character harder to notice, like Concealment or limited Invisibility. The opponent's modifier depends on what the Character is doing - stationary is Per+0, while walking is Per+4
Life Support: There are other kinds of Life Support besides the listed forms (e.g, Immune to Poison, 3 pts)
STR based leaping is halved leaping upward, but Superleap is not.
Superleap: (Clarification) All characters can leap x2 noncombat, not just those with Superleap. 
Telekinesis: TK may move an object a distance figured as a throw using the same Strength and Mass. Use a standing throw if the TK wielder hangs on or a running throw if he lets go.

P07 Trouble on the Sequoyah Star

Only available via On-line Pre-registration
Friday Noon in 154 for 4 hours
Room Map
GM: Elizabeth Krestoff
Type: RPG
System: FATE
Edition: Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Join us aboard the Sequoyah Star as Texas Rangers try to escort, former Confederate cavalry officer, Colonel Samuel Ferris out of the Republic of Texas and back into the waiting hands of the Kansas authorities. Will this be the end of the "Gray Jackal" or will his gang of Confederate supports free him once more?

P08 Come On, Troubleshooters, Let's Jazzercise!

Only available via On-line Pre-registration
Friday Noon in 159 for 6 hours
Room Map
GM: Vylar Kaftan
Type: RPG
System: Paranoia
Players: 6
Provided: Characters created for game
Power Level: Red (aka 'pathetic')
Variations: Zap
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Paranoia is a dystopian comedy set in a post-apocalyptic world. Alpha Complex is run by The Computer, which is always right and never makes mistakes. The players are Troubleshooters who are sent on impossible missions with hopeless goals. The Troubleshooters will fail hilariously while framing their friends for crimes against the Computer. Luckily, most things are crimes against the Computer. At least you have six clones, so death is only a temporary inconvenience.

Wacky comedy, absurd hijinks, and murdering your friends. What else do you need?

P09 The Thing That Only Eats Hippies!

Only available via On-line Pre-registration
Friday Noon in 160 for 8 hours
Room Map
GM: Frank A. Figoni
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It's December 1967 in San Francisco and the Summer of Love is a distant memory. Free love and mind expanding interaction has been replaced by drugs and crime over the past few months. The Haight-Ashbury just doesnÕt have the same vibe! Dedicated to each other and wanting to continue their communal living, whatÕs a group of hippies to do but jump on an old school bus and join a new commune! Even if it is a bit
Off the beaten path.

P10 The Mad Ljosalfar of Alfheim

Only available via On-line Pre-registration
Friday Noon in 161 for 8 hours
Room Map
GM: Nathaniel Skinner
Type: RPG
System: Helheim RPG
Players: 6
Provided: Characters created for game
Power Level: Beginner
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Lead your force, along with other players, through the human Alfwyrd Forest and deep into the forests of Alfheim. New Players and Beginners are welcomed!

Come visit the Helheim RPG website for more information and background on the world of Helheim.
Website: www.helheimrpg.com

P11 Aeroship Down

Only available via On-line Pre-registration
Friday Noon in 162 for 8 hours
Room Map
GM: Enedino Fernandez
Type: RPG
System: Unhallowed Metropolis
Edition: Revised
Players: 6
Provided: All characters provided by GM
Power Level: Slightly experienced
Variations: Unhallowed Necropolis
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In 2098 the British government purchased five outdated Prussian zeppelins and began renovating them for military use. That project was so successful that the crown placed orders for new aeroships, and in 2105 the first of these was ready for delivery. You are cordially invited to participate in the maiden voyage of LZ-142 as it travels from Berlin to London. Please give no heed to recent reports of anarchist activities.

Unhallowed Metropolis is a gas-mask chic game of neo-victorian horror. Characters provided for this session will include a range of aristocratic and upper-class callings as well as technical and security oriented ones. Beginners most welcome. Mature Themes.

P12 Escape from Colditz Castle

Only available via On-line Pre-registration
Friday Noon in 163 for 6 hours
Room Map
GM: Thom Hall
Type: RPG
System: Operation White Box (WW2)
Edition: WW2
Players: 6
Provided: All characters provided by GM
Power Level: 1st
Variations: Colditz Prison
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The German prisoner of war camp, Oflag IV-C was housed in Colditz Castle perched on a mountain overlooking a small town; and many attempts were made to escape - some successful.

This mission comes to you via Operation Whitebox, a WW2 adaptation of Original D&D and I will be using some props from the recent Osprey Games reissue of the classic board game adaptation.

P13 The Liberation Of Dundenborough

Only available via On-line Pre-registration
Friday Noon in 164 for 6 hours
Room Map
GM: Alexander Jaxon
Type: RPG
System: Savage Worlds
Players: 5
Provided: All characters provided by GM
Power Level: moderate-high
Variations: faster combat, dramatic magic, etc
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The most powerful of the Dwarven heroes of Dundenborough venture forth into the plagued lands to defeat the skeleton king Bopen before he can destroy them and the other races of world using his undead army. The heroes must get into the summoning tower in the center of his keep to connect Dundenborough to the citadel so their army can destroy it.

P14 Sailors on the Starless Sea

Only available via On-line Pre-registration
Friday Noon in 165 for 6 hours
Room Map
GM: Xander Piper
Type: RPG
System: Dungeon Crawl Classics
Players: 5
Provided: All characters provided by GM
Power Level: Zero
Rules Knowledge: Useful
Game Content: Mainstream

Rumors abound about the strange abandoned keep. Treasure is there, but also death. Each player will assume 3 villagers who haven't become heroes yet. Not all will survive, yet those who do will win glory and begin the road to adventure.

Dungeon Crawl Classics has an old school flavor and is known for it's 0-level funnel. This punishing gauntlet is meant to cull the weak from the strong. When you are done you will have a fledgling 1st level hero for DCC games.

P15 The Dance in the Blood

Only available via On-line Pre-registration
Friday Noon in 166 for 6 hours
Room Map
GM: Steven Drouin
Type: RPG
System: Trail of Cthulhu
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In a forgotten, secluded place, in the North of England, lies a village of many secrets and terrors. When the Investigators find this village, they uncover a mystery that has killed many and doomed others. This Trail of Cthulhu adventure is perfect for people not familiar with the Gumshoe RPG system. Be prepared for an engaging tale of mystery, horror, and suspense with lots of realia!

P16 Family Ties

Only available via On-line Pre-registration
Friday Noon in 168 for 6 hours
Room Map
GM: Liz Ruifrok
Type: RPG
System: Don't Rest Your Head
Edition: 1st
Players: 6
Provided: All characters provided by GM
Variations: Don't Lose Your Mind expanion
Rules Knowledge: Useful
Game Content: Mature Themes

The Mad City draws even the unwilling in, but to those seeking lost loved ones it is very welcoming. A new husband and his bridal party must find what happened to his new wife before it's too late.

P17 Tales of the Demonlord

Only available via On-line Pre-registration
Friday Noon in 170 for 6 hours
Room Map
GM: Randy White
Type: RPG
System: Shadow of the Demon Lord (D20)
Players: 6
Provided: All characters provided by GM
Power Level: Low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Shadow of the Demonlord is a game of dark fantasy with streamlined rules by master game designer, Rob Schwalb.

The Demonlord stretches its hand over the Northern Reach. A backwater province of the troubled Empire, it covers the lands east and north of the Shield Mountains, stretching as far north as the Desolation and east to the Auroral Ocean. Littered with the ruins of vanished peoples, much of this land remains a wilderness--trackless, unexplored, haunted by the faerie, ravaged by beastmen, and shadowed by the undead that besiege the citadels of the Crusader States. But even with all the dangers afoot in these lands, civilization thrives.

Scoundrels, knaves, murderers, heroes and saints are all standing against together against the dark.

P18 Where Has All the Water Gone?

Only available via On-line Pre-registration
Friday Noon in 171 for 8 hours
Room Map
GM: Timothy Baldwin
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 5th
Rules Knowledge: Useful
Game Content: Mainstream

Irrigation time is fast approaching and the river has all but dried up. Can you take the helm of an iconic PC and find the water in time for planting?

P19 The Oath

Only available via On-line Pre-registration
Friday Noon in Pacific for 10 hours
Room Map
GM: Jason Carpenter
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 16th + 2 Mythic, Lawful only (any lawful)
Variations: No D&D 3.5/3.0. 25pt buy, 315k gp, NO custom races/psi/chaotic
Rules Knowledge: Expected
Game Content: Mature Themes

Long ago, each of you swore an oath to Abadar backed by blood and the promise of a great deed done in return. You went on to fabulous careers backed in large part by good early fortune sown by this oath, but now you receive word that it is time to collect. By magic, you are summoned to a High Priest that same evening, who informs you that Abadar's primary servant and herald, The Lawgiver, is in dire peril, and the god cannot directly intervene. It falls to you to journey into strange realms to save him, and time is short. You will magically travel in the morning to begin your quest.

This is a tactically oriented game that will also present plenty of opportunities for RP, but I will not force any RP on those who don't want to. PCs that I can provide upon request will be serviceable and survivable, but will not likely steal the show from your own clever creations. Please use average HP rounded up (4 for d6, 5 for d8, etc.) rather than rolling, with max at first level, as usual.

I will not allow non-Paizo PF supplements. Create PCs using the mainstream Paizo PF books and official Paizo content as found in Hero Lab. For Con games, I play rules out of the book, with only very minor changes that will not affect your tactics. 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.

Although I am sympathetic to the situation, please do not bring children to play in the game.

P41 Spartacus: Enter the Arena!

Only available via On-line Pre-registration
Friday Noon on Salon 1 Table 15 for 3 hours
Room Map
GM: Mike Hutchinson
Type: Board
System: Spartacus: A Game of Blood and Treachery
Edition: 1st
Players: 3
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Enter the arena! Play as one of the feuding Luduses (gladiator academies) in the thrilling Spartacus: A Game of Blood and Treachery, based on the Starz TV show.

You can manage your gladiators to glory if you bet and invest wisely. Each turn you can bid on new Gladiators and Slaves who will help you earn money and gain Influence, allowing you to play Intrigue cards to enhance your position or tear down your rivals.

The player who bids enough to be the Host of the Gladiator match each turn has all of the power. But if you rise in power too quickly, your rivals can team up to drag you down.

This is NOT a game for kids. Not remotely. There are many sexual references and tons of violence.

P61 Air War over Malta

Only available via On-line Pre-registration
Friday Noon on Salon FG Table 5-7 for 6 hours
Room Map
GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's the Limit
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

24 Aug 1940: Italian SM79s bombers, covered by CR42 fighters, raid Hal Far airfield. RAF Hurricanes rise to intercept. WWII air combat in 1/144 scale. Rules taught, new players welcome.

P62 Star Wars Miniatures: Rogue Chronicles

Only available via On-line Pre-registration
Friday Noon on Salon FG Table 8 & 9 for 6 hours
Room Map
GM: Heath Hamm
Type: Sci-Fi Miniatures
System: Star Wars Miniatures
Edition: WotC
Players: 10
Provided: All miniatures provided by GM
Power Level: all
Rules Knowledge: Useful
Game Content: Mainstream

This is a module in the continuing story. The Empire has cornered the Rebels -once again! But this time the Rebels have a secret weapon -you!

P31 Munchkin Cthulhu

Only available via On-line Pre-registration
Friday 1 PM on Salon 1 Table 2 for 3 hours
Room Map
GM: Brian O'Hara
Type: Card
System: Munchkin
Players: 6
Provided: All materials provided by GM
Variations: Cthulhu
Rules Knowledge: Useful
Game Content: Mainstream

Munchkins now they face their greatest challenge...Cthulhu! Will they survive? Will they retain their sanity? Will they... level up?
Website: www.sjgames.com/ourgames/cthulhu.html

P43 Firefly: The Game

Only available via On-line Pre-registration
Friday 1 PM on Salon 1 Table 10 for 4 hours
Room Map
GM: James Kiefer
Type: Board
System: Firefly: The Game
Players: 6
Provided: All materials provided by GM
Variations: Tiimed game, with scenario based on experience of the players
Rules Knowledge: Useful
Game Content: Mainstream

Based on the short-lived TV series Firefly, you and your crew travel the Big Black trying to eek out living far from Alliance control. All Expansions!

P63 Friends, OGREs, Countrymen!

Only available via On-line Pre-registration
Friday 1 PM on Salon GH Table 5 for 6 hours
Room Map
GM: James Kundert
Type: Sci-Fi Miniatures
System: OGRE Miniatures
Players: 8
Provided: All miniatures provided by GM
Power Level: Nuclear
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Slug it out in classic nuclear style with Heavy Tanks, GEVs, and massive psychotic cybertanks. Beginners Welcome, All miniatures supplied.
Website: www.sjgames.com/ogre/

P71 Heavenly Café

Only available via On-line Pre-registration
Friday 1 PM in 508 for 4 hours
Room Map
GM Troupe: Gamer Geekus
Type: LARP
System: GM Fiat
Players: 15
Variations: Some house rules
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Scion al la world of Percy Jackson
Costume Suggestions: Normal modern teenage clothes

Heavenly Café. That's the name on the sign of a run down coffee shop you and your scion friends stop to eat at. Fate? Or coincidence? You're new to this. Just a teenager. Why did 'fate' send you on this trip? And why is this diner so conveniently present when you need to stop?

The characters in this larp are all teenagers in modern day USA, world of Percy Jackson book series. All characters are made up by the gms. Beginners are welcome! It can be difficult to fill this time slot. So, if you plan on being at con Friday afternoon, come sign up to join us!

Game Design FUNdamentals

Friday 2:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Randy Angle
Type: Seminar

35+ year veteran of both tabletop and video game design covers the nitty-gritty aspects of finding the fun, brain physiology, iteration, and game loops every game designer should know.

Drop in Monster Smash

Friday 2 PM on Hall Table 5 for 3 hours
Room Map
GM: Donna Livingston-Fitch
Type: Other
System: Monster Smash
Players: 8
Provided: All materials provided by GM
Variations: No tentacles, Shrinking island
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Do you have what it takes to create and control the baddest monster on the board? Use color clay to build your monster and prepare to attack. Dice rolls determine initiative, and accuracy of your monster's weapons. Players must have basic math skills. Game sheet, dice and even a pencil with an eracer is provided by the GM. Children 7 and under need to have an adult Assistant. BEWARE LOSING MONSTER WILL BE SMASHED!!!!

P21 Adventures in Blackmoor

Only available via On-line Pre-registration
Friday 2 PM in the Business Center for 6 hours
Room Map
GM: John Livingston
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 6th-10th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Blackmoor's beset! On every side of the storm clouds gather. To the south and east, the great empire of Thonia plots to end Blackmoor's independence and reclaim its lost providence. To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and to once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian raiders are building longships and preparing to fall upon Blackmoor's unprotected coast while its tiny army turns to meet these other threats. Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear most curious armor and who claim that the Blackmoor sank below the ice 3,000 years ago.

P22 Dragon War of Dark Sky

Only available via On-line Pre-registration
Friday 2 PM in 374 for 10 hours
Room Map
GM: Todd Westerlund
Type: RPG
System: Pathfinder
Players: 6
Provided: Players provide their own characters
Power Level: 13th
Variations: No summoners/gunslingers/evils. Max 140k equip.
Rules Knowledge: Useful
Game Content: Mature Themes

The last Dragon war will take place on the dark side of a realm called Epica. The night is 300 days long, with one 65 day of sunshine. This makes for an amazing sunrise. Will you make it through the war to see it? This war is seeped in culture and legend. Both warring Kingdoms float in the dark sky. The ground is cursed to touch during the night. So if you find yourself rapidly approaching the ground...you and your mount fought well.

A few basic things to put out there to set the mood. Vision will be impaired by magic, clouds, and the dark sky. Flying will work normal but levitate only works on the living. Your light bringers will be constantly firing fireworks into the night sky (think Disneyland fireworks). You will only get the chance to touch the ground once (think Luke in Cloud city...dont lose your hand to Vader). The final clash of the Dragons will be brutal with high damage. Most breath weapons will be infused with some element you don't have protection from, so count on getting hit at least once. You will have an advanced ability to jump (think assassin's creed but jumping from Dragon to Dragon). Everyone will have natural small dragon wings that will give you a slight glide ability, so kind of a jump and glide but you have no fear of falling. Strap in because I'm bring my 'A' game for Dundracon 41.

P32 Munchkin Mania

Only available via On-line Pre-registration
Friday 2 PM in 334 for 3 hours
Room Map
GM: Charles Victor Walters
Type: Card
System: Munchkin
Players: 6
Provided: All materials provided by GM
Variations: Planty
Rules Knowledge: Beginners Welcome
Game Content: Family

Steve Jackson's Munchkin is a game of gleeful mayhem as players compete to kill the monsters and grab the loot while stabbing each other in the back!

P44 Zombie Apocalypse

Only available via On-line Pre-registration
Friday 2 PM on Salon 1 Table 4 for 4 hours
Room Map
GM: Timothy Goodwin
Type: Board
System: Zombie Apocalypse
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition, but for each individual player to achieve victory, he must also complete his personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal, but don't get walked all over by a loudmouth who's looking out only for his own interests!

P45 Duel of Ages II

Only available via On-line Pre-registration
Friday 2 PM on Salon 1 Table 7 for 4 hours
Room Map
GM: Gregory Wong
Type: Board
System: Duel of Ages
Edition: 2nd
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Two teams of players control characters from four different eras (ancient, colonial, modern, and future) to face challenges and battle each other.
Website: /www.worldspanner.com

P46 Chinatown

Only available via On-line Pre-registration
Friday 2 PM on Salon 1 Table 14 for 3 hours
Room Map
GM: Magda Heilborn
Type: Board
System: Chinatown
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

New York in the 1960s. A new wave of Chinese immigrants is moving into Chinatown. The adoption of the new immigration act has launched the district in a demographic boom! It now reaches Canal Street to the north and Bowery Street to the east. The immigrants, hard-working men and women, are arriving by the thousands to buy buildings, establish businesses and fulfill the American Dream! In this game, you are one of them. With all your savings in hand, the Big Apple is up for grabs! Will you know how to use your talents and acquire the most extraordinary fortune in America?

P47 Steam

Only available via On-line Pre-registration
Friday 2 PM on Salon 1 Table 26 for 3 hours
Room Map
GM: Scott Fischbein
Type: Board
System: Steam
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Steam is a classic train game involving shipping goods to maximize your profits. A great, thinky strategy game. Rules will be taught. Beginners welcome if they have some board game experience.

P64 Space Hulk!

Only available via On-line Pre-registration
Friday 2 PM on Salon GH Table 3 & 4 for 8 hours
Room Map
GM: David Camp
Type: Sci-Fi Miniatures
System: Space Hulk
Edition: 3rd
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Play the classic game of blasting Genestealers and slicing Space Marines! This is a board-based miniatures game with simple rules but lots of strategic depth.

We will play 2-3 rounds depending on turnout: expect to play both Genestealers and Marines. Rules will be explained at the start of the event.

Blockbuster LARPs

Friday 3:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Mark Mensch
Type: Seminar

A new type of LARP is hitting the scene but what are they, what to expect at them and which ones are in the US? Come and find out.

P48 Portals Ho!

Only available via On-line Pre-registration
Friday 3 PM on Salon 1 Table 28 & 29 for 8 hours
Room Map
GM: Henry Beals
Type: Board
System: Shadows of Brimstone
Edition: Current
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Them there Portals are out of control. The town needs a few guns to head into the mines and close them off.

Indie RPGs - What Are They and What's Hot

Friday 4:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Jason Walters & Thomas Rafalski
Type: Seminar

What makes a RPG an "Indie RPG?" We'll discuss that along with seminal works and some newer games.

P23 The Unsinkable

Only available via On-line Pre-registration
Friday 4 PM in 147 for 8 hours
Room Map
GM: Thomas Berry
Type: RPG
System: Vampire The Masquerade
Edition: V20
Players: 6
Provided: All characters provided by GM
Power Level: Ancilla
Variations: Sabbat Inquisition w/Demon the Fallen
Rules Knowledge: Useful
Game Content: Mature Themes

You are the Inquisition. Baali and Infernalism are a joke. Demons, you have fought a few and lived to tell the tale. But what is an Earthbound? The last demon you captured spoke about a God-like creature that have been on earth for thousands of years gaining power, collecting followers, and corrupting thousands. Sounds like more ramblings of madness that you have heard many times before, but after years of research you finally think you have found one. All you know is that it and its followers are headed out via boat from South Hampton to New York. Your pack have purchased tickets and the captain has acquiesced to your packs needs. All that is left is to board the ship and destroy the earthbound. How hard can that be? I mean, after 200 years as the Inquisition what can possibly face you and survive.

P24 What Lies Beneath

Only available via On-line Pre-registration
Friday 4 PM in 149 for 8 hours
Room Map
GM: Joseph O'Neil
Type: RPG
System: 13th Age
Players: 8
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Valenth (Venice with magic) is the wealthiest city in the world. The key to its success is trade. In particular Valenth is the exclusive distributor of the miraculous drug called Hist. Hist is a magical substance. In small doses it can cure the sick and restore health. If used regularly over long periods of time it gives superhuman abilities and longevity. It is also highly addictive. Long term users die without it.

Your team has fought beside each other numerous times and are all friends. Recently, you beat several other teams for the choicest assignment in Valenth - guarding the Hist processing facility on the island of Kosrae during the Conjunction. Hist permeates the island, driving most mad within a couple weeks so people constantly rotate in and out. The problem is during the Conjunction the island vanishes for several weeks - too long for most people to handle, so it has to be guarded by an elite team. That's where you come in...

13th Age combines the best parts of traditional d20 rolling fantasy gaming with story-focused rules. No prior experience is required. Each character is unique and embedded in the setting in important ways.

P25 Dead in the Water

Only available via On-line Pre-registration
Friday 4 PM in 154 for 8 hours
Room Map
GM: Tim Cook
Type: RPG
System: Star Wars
Edition: Fantasy Flight
Players: 6
Provided: All characters provided by GM
Power Level: starting
Rules Knowledge: Useful
Game Content: Mainstream

Despite recent victories, the Rebel Alliance founders and it's struggle against the evil Galactic Empire. Desperately short on supplies, the rebels investigate every lead to resupply the horses. It's part of this effort, a team of elite operatives is sent of the alliance intelligence flagship Shadow Raptor to oversee resupply efforts along the rimward sectors of the Hydian way...

P72 Escape Room: The Man from D.D.C.

Only available via On-line Pre-registration
Friday 4 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Spycraft
Costume Suggestions: Modern/Contemporary

A Russian spy has infiltrated Dundracon and stolen some of its most valuable secrets. The spy has been lured out of his room by the promise of a seat at the most competitive Settlers of Cataan game at Con. He's not actually very good however, so you and your team will have only an hour to discover where he has secreted the stolen data and break into his secure vault and retrieve it.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed.
2. Gather items, find codes, and solve puzzles to discover and open the vault before the spy returns.
3. Strategy and cooperation with your team members is essential - more heads are definitely better than one.
4. Failure to do retrieve the stolen data is nothing to be embarrassed about. After all, you are matching wits with an international spy. Her mysteries are quite tough.
5. Do not worry if you are caught when the spy returns. We will not send you to a Russian gulag.
6. Dressing like your favorite spy may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game.' There are many Escape games on the internet you can try.
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You retrieval attempt will be timed. Can you get the fastest time at Con?

Ten proven tips for new RPG players

Friday 5:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Scott Vancil
Type: Seminar

Number 2 is my favorite! New to RPGs? Not sure about getting started? Learn 10 easy tips to make your first games easier, better or just improve your overall game.
Website: GMAtLarge.Tumblr.com

P33 Illuminati

Only available via On-line Pre-registration
Friday 5 PM in 334 for 4 hours
Room Map
GM: Chester Hendrix
Type: Card
System: Illuminati
Edition: Delux
Players: 6
Provided: All materials provided by GM
Variations: Secret
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Secret conspiracies are trying to take over the world. Players take the part of the major conspiracies, and one of them is the Servants of Cthulhu . . . who win by destroying other groups.
Website: www.sjgames.com/illuminati/

101 White Plume Mountain

Friday 6 PM in 159 for 6 hours
Room Map
GM: Karen Kelley
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 6th-9th
Variations: Pathfinder version of Greyhawk scneario
Rules Knowledge: Useful
Game Content: Mainstream

This will be a Pathfinder variation of Greyhawk's White Plume Mountain. There will be a lot of problem solving, riddles, puzzle, etc. Please bring dice and pencils.

102 Cyberhell

Friday 6 PM in 163 for 8 hours
Room Map
GM: Matt Morrison
Type: RPG
System: Dungeons & Dragons 1st/3rd Hybrid
Players: 8
Provided: Players provide their own characters
Power Level: 10th-15th
Variations: Will accomidate 1st, 2nd, 3rd, 5th Ed chars
Rules Knowledge: Useful
Game Content: Mainstream

igil, center of the Multiverse, has vanished. The Astral Plane has become Evil-aligned and corrosive, literally dissolving the Mutiverse where connections open at points in Outer Planes or Prime Material. Rumors abound the Arch-Fiend Lucifer, Prince of Darkness and Evil, is free from his icy, Inferno prison.

A band of heroes magically appears before an odd-looking, robed person who whispers, 'You must go DIRECTLY to Hell...'

Cyberhell is inspired and skinned over portions of Geoffry O. Dale's 'Journey through Malebolge' which is, in turn, Dale's modern imagining of his old 1980 Judges Guild product, 'Inferno' - believed deadlier even than the original 'Tomb of Horrors!' My 'skin' of Cyberhell is loosely based on a home brewed scenario from the mid-1990s by my good friend, Sick Rick.

I will run the adventure with my own blended 1e/3e hybrid rules which, in general, utilizes d6 'party' initiative, and de-emphesizes skill checks in favor of race and class abilities. Otherwise, the saving throws, magic, and combat rules are essentially 3rd/3.5 edition.

There is no need to update your character sheet into a new rules version. In this game I'll mostly translate where necessary on the fly into my hybrid rules. However, I will accommodate 3rd Ed. and 5th Ed. skills where appropriate, as well as potential 1st/2nd Ed. saving throws and abilities. The goal being to give adventurers best possible chances versus an EXTREMELY deadly environment. Situationally, if you can pull an imaginative idea from any set of rules that might save the party, we'll roll with it!

That said, please make sure yours is a high-level character you yourself have run, from 1st level to whatever. It may be that the character has collected dust, but we'd like as least some memories as to the limits of what your character can do existing somewhere in the old noggin.

Also, please bring whatever rule books you use to run your character including Players Handbook and DM's Guide. I will bring my old 1st Ed. AD&D books, my 1e/3.5 Hybrid rules, and the 5th Ed. Basic Rules for my own reference.

Lastly, please bring your own set of dice. A character miniature would be cool, but not required.
Website: direbane.blogspot.com/

103 Lights! Camera! Aaaargh!

Friday 6 PM in 164 for 6 hours
Room Map
GM: David Weinstein
Type: RPG
System: All Flesh Must Be Eaten
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: Norms
Rules Knowledge: Useful
Game Content: Mature Themes

It's not just another day on set. Can the intrepid cast and crew of the show Myth Hunters survive the real thing when the Zombies come knocking? Can the Hunters, their interns, and crew debunk the zombie myth, or will they join the groaning masses?

104 The Nacht Zirkus

Friday 6 PM in 165 for 8 hours
Room Map
GM: Jack Young
Type: RPG
System: Nemesis | One Roll Engine
Players: 6
Provided: All characters provided by GM
Power Level: Experienced
Variations: WWII, minor hacks, no Madness Meter
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

December, 1944. As the nights grow longer, war-torn Europe slows to an uneasy winter stalemate - until Hitler's last gamble for victory is unleashed through the forests of the Ardennes. For the unsuspecting American forces this desperate 'Battle of the Bulge' will become the single greatest fight of their war.

But it won't be your fight. Separated from your respective units during the initial attack, you stumble through the forested night, hopelessly lost behind enemy lines. As chill and exhaustion creep through your bones and you can't take another step, there's a light through the trees...

Nemesis utilizes the One Roll Engine. It's the power light, horror flavored variation on Wild Talents and Godlike and this is a game of investigative horror. Expect to play ordinary soldiers, nurses, and resistance operatives, confronted by extraordinary circumstances.

105 Death Comes to Duvall

Friday 6 PM in 166 for 6 hours
Room Map
GM: Matt Steele
Type: RPG
System: Cypher System - The Strange
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: Estate Agents
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Estate dispatches operatives to Duvall, Michigan (population 1,200). Once a thriving iron-smelting town on the shores of Lake Huron, Duval has fallen on hard times, much like Detroit and Flint to the south. The Estate fears that something Strange related is happening in the small town. Residents report odd sounds and weird lights at night, alarming smells, and most worryingly, a rash of suicides by Duvall residents.

Your group of operatives is sent out on its first official investigation to learn if the activity is Strange related, and if so, to put a stop to it.

Note: This is a variation on a published scenario for The Strange.

About The Strange: Beneath our universe lies a chaotic network of dark energy called the Strange. Few know or even suspect its existence, but for those who have discovered it, everything is different. These select few know the Strange hosts numberless recursions, unique but limited worlds with their own laws of reality.

You are quickened - one of the few on Earth aware of the Strange and able to access the alternate realities that lie in Earth's shoals. You know these worlds are often governed by rules of physics, science, or even magic that are different that our own. You know they often hold powerful artifacts that can bend reality back on Earth. And that they contain dangers unlike anything back home.

To the world at large, the Estate is a philanthropic institute interested in funding research in several scientific fields of inquiry. While that's partly true, the Estate's actual goal is to protect the Earth- and all of its life forms - from all threats to its existence from the Strange. As one of only a handful of organizations cognizant of the dark energy network, the Estate is uniquely positioned to deal with the threats the Strange represents. Operatives have several goals, including investigating any events that could be related to the dark energy network.

106 Cruise Ship of the Damned

Friday 6 PM in 168 for 6 hours
Room Map
GM: David Jones
Type: RPG
System: Spirit of '77
Edition: 1st
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The vacation of a lifetime.... Join an all-star cast of celebrities on the maiden voyage of the SS Tangerine, the first civilian ship to use the highly experimental Eldridge drive. Romance! Action! Blood Curdling Horror! ThatÕs whatÕs in store for the group of passengers on the brand new SS Tangerine Cruise ship.

107 Variations on a Theme

Friday 6 PM in 170 for 8 hours
Room Map
GM: Ezra Denney
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: not enough
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

If it weren't happening to you, you'd think it was a cliche. Trapped in an isolated hotel, pouring rain, surrounded by strangers - You can already tell it's gonna be a long night.

108 Discovery on Jakku

Friday 6 PM in 334 for 6 hours
Room Map
GM: Mike Eckert
Type: RPG
System: Star Wars
Edition: Fantasy Flight
Players: 6
Provided: All characters provided by GM
Variations: The Force Awakens
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The GALACTIC EMPIRE is gone, its descent beginning with the loss of the Death Star and the Emperor. Its remnants have slunk into the shadows on the edge of known space. A NEW REPUBLIC has arisen, bringing peace to the galaxy.Meanwhile, on the remote world of Jakku, a group of scavengers and desert nomads have discovered the existence of a valuable secret, one lost for thirty years...

109 The Planet of Peril

Friday 6 PM in 338 for 6 hours
Room Map
GM: Michael Siverling
Type: RPG
System: Traveller
Edition: Classic
Players: 6
Provided: All characters provided by GM
Variations: Planetary Romance/ Non Imperium
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's 1939, and America launches a desperate attempt to follow the path of Flash Gordon to the mysterious planet Mongo.
Website: I would like to run this game twice if possible.

110 The Homelands

Friday 6 PM in 508 for 6 hours
Room Map
GM: Mike Bogan
Type: RPG
System: FATE
Edition: Accelerated
Players: 6
Provided: All characters provided by GM
Power Level: Great (+4)
Variations: some house rules
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Little Boy Blue's heroic sacrifice has finally revealed the Adversary's true identity. And the time has come to reclaim the Homelands. Once more into the breach, dear friends, once more.

The special team of 'tourists' from Fable Town have been tasked with their most important, and possibly final, mission. To gather vital intelligence to aid the war against the The Adversary. Along the way they will be challenged by all of the forces their enemy can bring to bear. And they will be faced with a decision that could turn the tide of the conflict one way or the other.

GM Notes:
After several years since the last installment of my take on Bill Willingham's 'Fables' world, the time has come to once more take on the roles of well-known characters that were not featured in Willingham's stories. Among them are player favorites such as two reformed villains: Captain Hook and The Wicked Witch of the West.

Prior knowledge of the Fables comics by Bill Willingham is not necessary, but you're missing out on a good read.

111 The Three Rings of Doom

Friday 6:30 PM in Salon C for 6 hours
Room Map
GM: Saul Morales
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 18
Provided: All characters provided by GM
Power Level: 6th
Variations: Ultramodern 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The world is on the edge of being destroyed and no one but a few hold the keys and skills to save everything, are you the one who will see the way to succeed? If you have the will and daring to make the sacrifice, if your heart is true or close enough to get the job done, if you are one of the brave and strong come and test your skill and courage. When you hear the ring of doom what will you do, are you ready to face the unknown and and complete the task no matter what the cost? Come and have the adventure of a lifetime or two! We have three tables of six players each. Fantasy, Modern Horror, Science Fiction using D&D 5th edition rules. All characters provided by the GMs, choose wisely! Props and scenery will be implemented.

131 The Red Dragon Inn

Friday 6 PM on Salon 1 Table 26 for 3 hours
Room Map
GM: Berta Gannon
Type: Card
System: The Red Dragon Inn: Battle for Greyport
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your beloved Tavern (and the city it resides in) is under attack! It's time to raise a militia, gather equipment and fight off the bad guys!

141 Arkham Horror - The Dunwich Horror

Friday 6 PM on Salon 1 Table 1 for 6 hours
Room Map
GM: James Kiefer
Type: Board
System: Arkham Horror
Players: 6
Provided: All materials provided by GM
Variations: Extremely modified
Rules Knowledge: Useful
Game Content: Mainstream

Why does it always happen in Arkham? Another Old One is awakening! Only you can save the world! This is a modified version of Arkham Horror. Some rules have been changed to protect the innocent.

142 DUNE

Friday 6 PM on Salon 1 Table 2 for 4 hours
Room Map
GM: Matthew Byrtus
Type: Board
System: Board Game: DUNE
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Set thousands of years in the future, Dune the boardgame is based on Frank Herbert novels about an arid planet at the heart of the human space empire's political machinations. May win solo, or with an alliance, very political, treachery, and backstabby.
Website: //boardgamegeek.com/boardgame/121/dune

143 40 Years of Cosmic

Friday 6 PM on Salon 1 Table 3 for 4 hours
Room Map
GM: Jefferson Krogh
Type: Board
System: Cosmic Encounters
Edition: Eon
Players: 5
Provided: All materials provided by GM
Variations: Lucre, Moons, maybe Reverse System Hexes and Double Powers
Rules Knowledge: Useful
Game Content: Mainstream

Celebrating the 40th anniversary of this classic game of humor, treachery, and alien powers with the original edition. Focusing on variants not found in the current FFG edition!

144 The Manhattan Project: Energy Empire

Friday 6 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Christopher Larson
Type: Board
System: The Manhattan Project: Energy Empire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Fresh from Kickstarter comes the new sequel to Manhattan Project!

From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation's industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. Energy Empire is set in the same universe as 'The Manhattan Project, but is a stand-alone game, not an expansion.

The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises.
Website: /www.boardgamegeek.com/boardgame/176734/manhattan-project-energy-empire

145 Via Nebula

Friday 6 PM on Salon 1 Table 14 for 4 hours
Room Map
GM: Chisholm Gentry
Type: Board
System: Via Nebula
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Nebula Valley is emerging from a sinister era of monstrous creatures and darkness. A thick fog lingers, covering much of the landscape, concealing treasures and opportunities untold. You are a brave adventurer, and it is your job to return Nebula Valley to its former greatness. Travel forests and meadows, unveil new resources, and build up society so the people of Nebula can live in peace and prosperity once again.

Via Nebula is a strategic board game in which two to four players compete to rebuild Nebula as it recovers from a dark and fearsome age. Venture out into the fog in search of resources so that you may build up the commerce, government, and faith of a disheartened people. Develop what they need before your opponents and you will be rewarded with glory, prestige, and riches. Whoever has most successfully restored the towns and buildings of the region at the end of the game wins!

Contracts and their Requirements

The needs of Nebula are communicated to you through both neutral and private contracts, set forth by the region's citizens. At the beginning of the game, you will be given two private contracts to fulfill individually, while neutral contracts will be displayed openly on the board. Both types of contracts may require any number of the five resources: wood, food, stone, clay, and wheat. Because neutral contracts are available to everyone, it pays to complete them quickly, or the contract you have your eye on may be fulfilled before you get to it.
Website: /www.asmodee.us/en/games/via-nebula/

146 Pandemic & Pandemic: The Cure

Friday 6 PM on Salon 1 Table 15 for 4 hours
Room Map
GM: Chriss Lagge
Type: Board
System: Pandemic
Edition: On The Brink & The Cure
Players: 5
Provided: All materials provided by GM
Variations: Possible Virulent Strain or Mutation
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

PANDEMIC
--------
Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out. Players must work together playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks.

161 Raid on Zeta Prime

Friday 6 PM on Salon GH Table 1 & 2 for 4 hours
Room Map
GM: Ed Allen
Type: Sci-Fi Miniatures
System: Rogue Stars
Edition: Osprey
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Come try Rogue Stars - Skirmish Wargaming in a Science Fiction Underworld, new from Osprey, by Andrea Sfiligoi. Three linked 1 vs 1 pair scenarios. It's a character based skirmish system where a player controls 4 to 6 characters.

171 Escape Room: The Man from D.D.C.

Friday 6 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Spycraft
Costume Suggestions: Modern/Contemporary

A Russian spy has infiltrated Dundracon and stolen some of its most valuable secrets. The spy has been lured out of his room by the promise of a seat at the most competitive Settlers of Cataan game at Con. He's not actually very good however, so you and your team will have only an hour to discover where he has secreted the stolen data and break into his secure vault and retrieve it.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed.
2. Gather items, find codes, and solve puzzles to discover and open the vault before the spy returns.
3. Strategy and cooperation with your team members is essential - more heads are definitely better than one.
4. Failure to do retrieve the stolen data is nothing to be embarrassed about. After all, you are matching wits with an international spy. Her mysteries are quite tough.
5. Do not worry if you are caught when the spy returns. We will not send you to a Russian gulag.
6. Dressing like your favorite spy may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game.' There are many Escape games on the internet you can try.
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You retrieval attempt will be timed. Can you get the fastest time at Con?

Demo Dungeon Crawl Classics: Hole in the Sky

Friday 6 PM on Hall Table 5 for 4 hours
Room Map
GM: Brendan LaSalle
Type: RPG
System: Dungeon Crawl Classics
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: Zero
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

DCC: Hole in the Sky

You're no hero. You're an adventurer; a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long dead secrets. You seek gold and glory, winning it with sword and spell. caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them...

Will you risk everything in your life to change your stars? Your Patron promises you riches and glory...but can she be trusted? Do you have the strength and will to storm the Hole in the Sky, and the temerity and luck to return alive?
Website: goodman-games.com/

113 Slushpile of the Gods

Friday 7 PM in 608 for 6 hours
Room Map
GM: Mark Schynert
Type: RPG
System: Compleat Arduin
Edition: Editor's Cut
Players: 6
Provided: All characters provided by GM
Power Level: 6th-8th
Variations: Cross-gen
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Clotho, Lachesis and Atropos had to find other employment when the Greek pantheon wasn't renewed for its 878th season. They chose second careers in publishing, and they've done quite well for centuries, thank you very much. Hardly a problem at all, if one didn't count dealing with mortal authors, who tend to suffer from an appalling lack of confidence coupled with egos the size of Zeus. And cluless about the real ways of the universe! But never mind. This isn't about them--it's about their characters. That would be you.

Play Hannibal (Supernatural), Lucia (Spaghetti Western), Dash (Noir Detective), Cuthbert (Elder Gods), Tommie (Superhero) or Merrillee (Plucky Contemporary Romance). You inhabit the netherworld of unpublished genre fiction, which means you know the world of the MS as written, but as a little bit of every author escapes into their characters, you also have at least some sense of the real world as well. Enough to speak and understand the basics, anyway. Not that you have to worry too much. it's not like you're going to come to life standing on Market Street in the middle of San Francisco.

That would be too easy.

Well, look on the bright side. You're going to meet interesting people from a variety of backgrounds, all of them just as befuddled as you are, and all of you thrust into a milieu none of you expected. You still get to save the princess. Or the world. Or 88¢ on a quart of milk. Not even poor Lachesis knows for sure--she gave up prognostication so long ago, she's lost count of the generations. And with all this paper scattered all over the floor, it's pretty much the last thing on her mind. Well, no, it's not on her mind at all. She's a Greek 'goddess' emeritus, and you're not even muses. Bummer. Okay, work it out.

132 Crazier Eights

Friday 7 PM on Salon 1 Table 4 for 3 hours
Room Map
GM: James Gray
Type: Card
System: Crazier Eights
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Crazier Eights is a gateway fantasy card game that has some similarities to Uno, but every card can be played for an effect. The first player with zero cards in hand wins.

James Gray is the game designer.
Website: www.craziereights.com/

147 Seasons

Friday 7 PM on Salon 1 Table 7 for 4 hours
Room Map
GM: Simon Kiefer
Type: Board
System: Seasons
Players: 3
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!

148 Firefly: The Whole Damn Verse!

Friday 7 PM on Salon 1 Table 10 for 4 hours
Room Map
GM: George Feil
Type: Board
System: Firefly: The Game
Players: 6
Provided: Materials may be provided by GM
Variations: Kalidasa, Blue Sun, 2 other expansions
Rules Knowledge: Expected
Game Content: Very Complex

It's a big Verse out there. Grab your brown coat and aim to misbehave!

We will play the base game with the Kalidasa and Blue Sun expansions and advanced new ships to choose from. One of the scenarios that covers all parts of the board will be selected.

Six players can make this a long game, so experienced folk only please!

162 Intro to Bettletech

Friday 7 PM on Hall Table 3 for 4 hours
Room Map
GM: Nathan Kajikuri
Type: Sci-Fi Miniatures
System: Battletech
Edition: 4th
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Introduction to Battletech; using all unit types.

173 Third Eisen Blind

Friday 7 PM in Salon AB for 8 hours
Room Map
GM Troupe: Blue Lotus Productions
Type: LARP
System: 7th Sea with homebrew elements
Players: 30
LARP Experience: Useful
Game Content: Mainstream
Genre: Swashbuckling/Intrigue

Three regions in Eisen struggle for supremacy and influence at a noble gathering. Which region will prevail, or will someone outside ruin it for them all? Delegates from all over Theah have gathered to peddle their influence in order to get a leg up on their trade and political rivals. The Lords of the three rival regions in Eisen must be careful on who they choose as partners and allies, and who they spurn. Angering one group or missing an opportunity could leave the Eisen lord in question subject to their rivals whims, or worse. Each lord seeks to overcome the others in their quest for favor with the over all leader of Posen: Fauner. Each lord will seek to gain enough power to impress Fauner, but not so much as to seem a threat. Fauner is a ruthless woman who is never easy to please, so each lord must tread carefully and lightly.

114 Zombie Cthulhu

Friday 8 PM in 143 for 6 hours
Room Map
GM: Jeff A. Hatch
Type: RPG
System: Pulp Adventure
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: Cliffhanger
Variations: Cthulhu Pulp
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

At the end of a battle against the Great Old Ones, the Investigators screw up and fail to stop the rise of R'lyeh. As Cthulhu lumbers from his prison, the Investigators flee to the nearest port on Easter Island only to find that some sickness has stricken the people there and the dead have begun to rise. It is like this everywhere.

The good news is that the appearance of zombies is unrelated to the machinations of the Mythos and the dead are a royal pain in the ass for the minions of the Great Old Ones.

Zombie Cthulhu is a play-test for a possible new product for Planet Pulp Productions. Come and have your sanity blasted and your brains devoured.

115 What the Oracle Sees - Persecution (Part 1)

Friday 8 PM in 145 for 4 hours
Room Map
GM: Paul Banda
Type: RPG
System: Urban Shadows
Edition: 1st
Players: 5
Provided: Characters created for game
Power Level: Beginning
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In the not-so-distant future, advancements in cybernetics and nanotechnology have brought humanity to the brink of machine integration. However, like all modern technology before it, such wonders are only within reach of the rich and powerful.

Cybernetic organisms have been deployed among humans for some time, and AI development has become so incredibly complex that the world has already undergone some very big changes. What makes this development so much more than all the others before?

That's a good question, and one that is starting a body count.

This is a two part game. The first part will be for learning the system, creating a character, and playing the first act. The second part will be the second act and wrap-up. You do not have to be in the first game to play in the second.
Website: /sites.google.com/site/whattheoraclesees/

116 Spade's Martian Detective Agency

Friday 8 PM in 151 for 4 hours
Room Map
GM: David Wainio
Type: RPG
System: FATE Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The players are detectives working for Samantha Spade's Detective Service, Mars Branch. The story backdrop is the future of the 1950s with atomic rockets and the discovery of the Martians who were in status for centuries. The atmosphere still can't support life so the busy space port city of Demios is under a huge clear dome.

Other than the fact the players are private detectives, the rest of the case will be essentially made up on the spot. I have a set of story telling dice with various drawings on them that we will use to set the parameters of the case. They can be used to flesh out your character if you want as well.

Might be recovery of stolen goods, flushing out Space Nazi sabatours, stopping Martian separatists from assassination the Queen, investigating a kidnapping, finding a space pirate...the sky's the limit as long as the plot fits under the dome of Demios.

117 Cthulhu Trek - The Derelict

Friday 8 PM in 152 for 6 hours
Room Map
GM: Gene Lancaster
Type: RPG
System: Trail of Cthulhu
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The USS Yorktown has received a distress ping from the Farragut

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 the derelict starship to assess the situationUsing the Trail of Cthulhu game system you will unravel the mystery of the derelict.
Website: www.oldheroesneverdie.com

118 Settlers of Cartoon

Friday 8 PM in Tri Valley 2 for 4 hours
Room Map
GM: Doc Cross
Type: RPG
System: Toon
Edition: Deluxe
Players: 8
Provided: All characters provided by GM
Power Level: varied
Variations: probably
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your band of numbskulls are tasked by the king with settling the island of Cartoon. Gather resources, build homes & farms and bring civilization to the island. Or not. I mean, this is Toon, so you probably won't build a single house, but you might sink the island.

Wood for sheep jokes are almost inevitable.
Website: /dociverse.wordpress.com/

119 The Final Episode

Friday 8 PM in 160 for 6 hours
Room Map
GM: Bryanna Hitchcock
Type: RPG
System: Unknown Armies
Edition: 3rd
Players: 6
Provided: All characters provided by GM
Power Level: Fan Mail, Dramatic Irony
Rules Knowledge: Useful
Game Content: Mature Themes

Felicia Knight is the perky host of True Hauntings, a web series about North America's spookiest places. She and her team are true believers. They've come to Placerville to prove the local story of a haunted hotel is the real deal, proof of the AFTERLIFE.

Kit Kameron is the most famous debunker on the internet (for people between the ages of 18-25, according to a poll on Kit's site)! His team has come to Placerville to disprove the alleged haunting, because SCIENCE.

It's the last episode of the season before the Twitter-net Choice Awards. Who's going to win the heart of the interwebz?! Who's going to prove their case? Who's going to DIE?

The Final Episode is a sendup of internet celebrity and true believers, framed as a modern horror movie. Play will be heavily focused on roleplaying and investigation with a side order of movie tropes and screaming, bloody death for dessert.

120 Web of Intrigue

Friday 8 PM in 161 for 6 hours
Room Map
GM: Andrew J. Davis
Type: RPG
System: Star Trek RPG (Decipher)
Edition: 1st
Players: 8
Provided: All characters provided by GM
Variations: Homebrew Rules - influenced by Dread
Rules Knowledge: Beginners Welcome
Game Content: Family

The USS Enterprise D has been captured by unknown agents, and is rapidly being converted to a flying deathtrap. Your mission as crew members is to escape confinement, retake the Enterprise from the pirates, and uncover and defeat an interstellar conspiracy to cripple the Federation.

This scenario is open to any players with familiarity with Star trek Next generation, DS9 and/or Voyager. We will use a homebrew blending the Decipher system and Dread, which uses a Jenga Tower as a test for character actions. High tension and excitement will ensue as the Enterprise crew members escape the threats posed by the pirates and the systems of their own ship turned against them.

121 Crisis Mode

Friday 8 PM in 162 for 6 hours
Room Map
GM: Robert Owens
Type: RPG
System: Spycraft (D20)
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: medium
Rules Knowledge: Useful
Game Content: Mainstream

A Meeting of College Alumnae turns into a mystery and thriller. Chases and Pursuits are stumbled upon.

122 Jiangshi Jeopardy

Friday 8 PM in 171 for 4 hours
Room Map
GM: Mario Cole
Type: RPG
System: Feng Shui
Edition: 2nd
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In the wake of an earthquake the local Buddhist Temple seems to have been robbed & vandalized. Dark figures were seen around the place 'hopping around' - whatever that means - anyway you need to get down there and check it out.

123 The Woebegone Winter

Friday 8 PM in the Business Center for 6 hours
Room Map
GM: John Castillo
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mature Themes

A family treks across the 1850's American frontier to lay claim to a plot of land bursting with gold, but what they find once the snow starts to fall should have stayed buried. - This is a heavily character-driven game, and is perfect for players who enjoy really getting inside their characters and playing a part in an unfolding tragedy.

174 Escape Room: The Man from D.D.C.

Friday 8 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Spycraft
Costume Suggestions: Modern/Contemporary

A Russian spy has infiltrated Dundracon and stolen some of its most valuable secrets. The spy has been lured out of his room by the promise of a seat at the most competitive Settlers of Cataan game at Con. He's not actually very good however, so you and your team will have only an hour to discover where he has secreted the stolen data and break into his secure vault and retrieve it.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed.
2. Gather items, find codes, and solve puzzles to discover and open the vault before the spy returns.
3. Strategy and cooperation with your team members is essential - more heads are definitely better than one.
4. Failure to do retrieve the stolen data is nothing to be embarrassed about. After all, you are matching wits with an international spy. Her mysteries are quite tough.
5. Do not worry if you are caught when the spy returns. We will not send you to a Russian gulag.
6. Dressing like your favorite spy may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game.' There are many Escape games on the internet you can try.
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You retrieval attempt will be timed. Can you get the fastest time at Con?

Drop In Superhero Dance Party Karaoke

Friday 9 PM in Salon FG for 6 hours
Room Map
GM Troupe: Dahl
Type: LARP
System: Karaoke
Players: 40

Are you holding out for a hero? Have you dared to tug on Superman's cape? Would you like to try? Come sing karaoke at the Superhero Dance Party and mingle with heroes and your fellow gamers all Friday night long. Come in costume or as your mild mannered alter ego and sing away your blues. Feel free to bring a song you want to sing or choose from our semi-extensive list. Limit one Bonnie Tyler song per hour.
Website: /docs.google.com/spreadsheets/d/1ZTEPS9WJmNK6RbJ3eklna7rpf7GYrAn8EnbjaJIihRs/edit?usp=sharing

175 Escape Room: The Man from D.D.C.

Friday 10 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Spycraft
Costume Suggestions: Modern/Contemporary

A Russian spy has infiltrated Dundracon and stolen some of its most valuable secrets. The spy has been lured out of his room by the promise of a seat at the most competitive Settlers of Cataan game at Con. He's not actually very good however, so you and your team will have only an hour to discover where he has secreted the stolen data and break into his secure vault and retrieve it.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed.
2. Gather items, find codes, and solve puzzles to discover and open the vault before the spy returns.
3. Strategy and cooperation with your team members is essential - more heads are definitely better than one.
4. Failure to do retrieve the stolen data is nothing to be embarrassed about. After all, you are matching wits with an international spy. Her mysteries are quite tough.
5. Do not worry if you are caught when the spy returns. We will not send you to a Russian gulag.
6. Dressing like your favorite spy may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game.' There are many Escape games on the internet you can try.
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You retrieval attempt will be timed. Can you get the fastest time at Con?

201 Mythos Trek

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

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

204 Jewel of the Mole King

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

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

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

A lost gem holds the key.

205 Your Adventure

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

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

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

206 Silent Running

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

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

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

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

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

Beginners welcome.

207 The Stench over Summerton

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

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

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

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

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

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

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

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

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

208 Dance of the Monkey King

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

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

209 Safari on the Island of Doom!

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

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

210 The Purposely Sinkable Not So Airship

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

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

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

211 The Giant's Ring

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

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

212 The Queen's Cup

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

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

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

261 Salvage Run

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

September 3052

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

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

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

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

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

* * * *

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

262 Spacer Bill Ugnucks Wild Races Part 2

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

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

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

263 Death of the Dedrickson's Devils

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

What's new with Hero Games and the Hero System

Saturday 2:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Jason Walters
Type: Seminar

With the new direction of Hero Games as a publisher, Jason Walters, the Guardian of the Hero system, presents several Hero projects coming from various independent publishers licensed to keep the 3d6 rolling.

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

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

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

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

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

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

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

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

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

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

Survive, Protect Rebuild.

214 Preeminent Paradox: Prison Break

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

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

264 Battle off Ceylon

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

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

281 Thunderin' Guns

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

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

RuneQuest 4 and Dragon Pass

Saturday 10:00 AM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Chris Klug and Steve Perrin
Type: Seminar

This seminar will consist of an update for RuneQuest products coming out from Chaosium during 2017 and also details about an update of the DragonPass board game.

215 The Breakfast Cult

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

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

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

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

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

216 Fiacho's Dinner Party

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

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

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

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

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

218 Pulp 1899

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

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

219 Gotham Needs Heroes

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

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

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

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

231 Thunder Alley

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

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

232 Hungry, Hungry Hipsters

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

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

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

233 Groo!

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

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

242 Crazy Catan!

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

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

243 Formula D: Star Wars Podracer

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

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

244 Rio Grande mishmash

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

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

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

265 Ralnai Slave Raid

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

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

266 WWII Dogfights

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

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

267 Escape from Atlanta

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

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

268 Guardian's Last Stand

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

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

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

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

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

The choice is yours.

271 The Lost Colony

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

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

272 The End of the World?

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

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

273 Cupid's Court - A Wolf and Unicorn Production

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

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

Demo Dungeon Crawl Classics: Neon Knights

Saturday 10 AM on Hall Table 5 for 4 hours
Room Map
GM: Brendan LaSalle
Type: RPG
System: Dungeon Crawl Classics
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: 2nd
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

DCC: Neon Knights

You're no hero. You're an adventurer; a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long dead secrets. You seek gold and glory, winning it with sword and spell. Caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them...

Cry out to legions of the brave! Time again to save us from the jackals of the street. Ride out, protectors of the realm; Captain's at the helm, sail across the sea of lights! In the middle of a siege that threatens to choke the life out of your home city, adventure finds you. This is a high impact DCC scenario for 2nd level characters.
Website: goodman-games.com/

Drop In Army Men: Green vs. Tan

Saturday 10 AM in Salon 2 for 4 hours
Room Map
GM: William Dash
Type: Mixed-Genre Miniatures
System: Fighting Plastic
Players: 4
Provided: All miniatures provided by GM
Variations: House rules/simplifications for young players
Rules Knowledge: Beginners Welcome
Game Content: Family

These aren't mini's, they're toy soldiers, so come and play with them! The heroic Green Army will be fighting against the evil Tan Empire. Each side will be led by two young players, each commanding a squad of soldiers. The rules will be a simplified version of 'Fighting Plastic,' designed specifically for use with plastic toy soldiers. The battlefield will feature awesome toy terrain (rocks, sandbag gun emplacements, barbed wire, trees, you name it). I'll keep each battle under 2 hours in length so that I can run at least two battles during my time block. Prizes will be awarded to the winning army. Seize the day!

Drop In Beyond the Door to Monster Mountain

Saturday 10 AM in Salon 2 for 2 hours
Room Map
GM: Thom & Kristi Hall
Type: RPG
System: Dungeons & Dragons (Original)
Edition: Holmes Basic (1977)
Players: 6
Provided: Characters created for game
Power Level: 1st
Variations: House Rules (of course)
Rules Knowledge: Beginners Welcome
Game Content: Family

The Town is built against the base of a forbidding mountain. In the back of the town is an old metal door fixed to the mountainside. Rumors say that beyond the door the corridors are never the same...

This edition of Dungeons & Dragons was organized by Dr. J. Eric Holmes and released in 1977 as a way to summarize and streamline the original rules to prepare new players for the upcoming Advanced Dungeons & Dragons edition. In and of itself, it represents probably the most concise and complete version of the game with enough depth of play for many hours or even years of play. This scenario was written by a prolific member of the OSR community, 'Zenopus,' and leverages Lego Heroica parts for the map.

Kickstarting - Stories of Planning & Execution

Saturday 11:00 AM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Jason Walters, Sean Nittner, Thomas Rafalski, & Matt Byrtus
Type: Seminar

We'll discuss before, during, and after.

Disclaimer: Every Kickstarter is different, and we can only discuss our personal experiences and observations.

Time Travel, The Multiverse & You!

Saturday Noon in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Doc Cross, Michael Blum
Type: Seminar

Join experienced reality hopper and time traveler Dr. Cross, for an informative chat about the ins and outs of temporal and dimensional travel and why you should try it.
Website: /dociv erse.wordpress.com/

245 Beginner's Diplomacy

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

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

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

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

269 Car Wars Classic

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

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

301 Gettysburg Redux

Saturday Noon in 151 for 4 hours
Room Map
GM: Tom Vallejos
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 175-200 pts
Variations: minor for player enjoyment
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's the 1920s and Time Travel is possible! The Order of the Hourglass, founded by Albert Wesker Finch, uses meditation and the herb Gakuji to travel back in time. One can only take period clothing and equipment. Modern clothing and equipment stays in the present.

The order consists of several chapters called 'circles.' You have joined the circle in Hollywood, California. There, under the leadership and benefactor of filmmaker Cecil B. DeMille you are trained in period weapons, history, archaic languages, first aid and other useful abilities.

A stickler for historical accuracy, DeMille also uses the team to gather information for his movies. As you get ready for your next job, observe the Battle of Gettysburg, you get word that another circle is planning to go there as well. Next to nothing is known about this group. All that is known about it is it's based in Virginia.

302 Always/Never/Now

Saturday Noon in 160 for 6 hours
Room Map
GM: Charles Picard
Type: RPG
System: Lady Blackbird variant
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Always/Never/Now is Will Hindmarch's reskinning of the Lady Blackbird RPG for lean, mean cyberpunk action. Features pre-generated characters and player empowerment.
Website: always-never-now.tumblr.com/

303 Waking Into The Unknown

Saturday Noon in 338 for 6 hours
Room Map
GM: Tom Rafalski
Type: RPG
System: Savage Worlds
Players: 6
Provided: All characters provided by GM
Power Level: low-powered (300/60)
Variations: Sci-Fi Supers
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You went into hibernation on the colony ship a normal human.
You wake up with superpowers.
All is not well.

This is an introductory module for a future published setting currently in the initial design stages.
Website: www.beautifulharmony.com/

331 Resident Evil Deck Building Game

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

Back from last year, the Resident Evil DBG! Explore the mansion, kill the zombies!

332 Munchkin Mania

Saturday Noon on Salon 1 Table 23 for 3 hours
Room Map
GM: Charles Victor Walters
Type: Card
System: Munchkin
Players: 6
Provided: All materials provided by GM
Variations: Planty
Rules Knowledge: Beginners Welcome
Game Content: Family

Steve Jackson's Munchkin is a game of gleeful mayhem as players compete to kill the monsters and grab the loot while stabbing each other in the back!

333 The Red Dragon Inn

Saturday Noon on Salon 1 Table 26 for 3 hours
Room Map
GM: Berta Gannon
Type: Card
System: The Red Dragon Inn: Battle for Greyport
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your beloved Tavern (and the city it resides in) is under attack! It's time to raise a militia, gather equipment and fight off the bad guys!

334 Nuclear War Tournament

Saturday Noon on Salon GH Table 7 & 8; FG Table for 3 hours
Room Map
GM: Rick Loomis
Type: Card
System: Nuclear War
Edition: 50th Anniversary
Players: 20
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Come and blow up the world with us. This game was first published in 1965, and is still being sold in better game stores everywhere. Easy and quick (and silly). I'll teach you how to play in five minutes. But watch out for Supergerm!
Website: www.flyingbuffalo.com/nucwar.htm

340 Big, Big, Big Galaxy Trucker

Saturday Noon in 334 for 3 hours
Room Map
GM: Angelo Sphere
Type: Board
System: Galaxy Trucker
Players: 5
Provided: All materials provided by GM
Variations: All expansions avaiable
Rules Knowledge: Useful
Game Content: Mainstream

Galaxy Trucker is the delightful game of building space ships and hoping they won't blow up. Easy to learn. All ship templates provided including the not-the-Deathstar template!

341 London Dread

Saturday Noon on Salon 1 Table 11 for 3 hours
Room Map
GM: Chisholm Gentry
Type: Board
System: London Dread
Players: 4
Provided: All materials provided by GM
Variations: Cooperative Victorian Horror
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

London Dread is a co-operative game set in Victorian England. Players take on the role of investigators trying to uncover plots on the way to confronting a story specific finale.

The game is gritty and thematic, featuring a series of dark events and story lines (such as the appearance of a caped killer on the streets of London) with a hint of the supernatural.

The game is broken into a series of stories, usually played over the course of 2 chapters, in which players alternately participate in a timed planning phase where various obstacles and plots are uncovered and then an untimed story phase where players resolve the effects of their planning.

The result is a tense and truly cooperative experience where players must work together, communicate well, plan effectively, and use the strengths of their investigators in an attempt to stay a step ahead on the mean streets of the city.
Website: www.greyfoxgames.com/games/london-dread/

342 The Manhattan Project

Saturday Noon on Salon 1 Table 13 for 4 hours
Room Map
GM: Scott Albrecht
Type: Board
System: The Manhattan Project
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Manhattan Project makes you the leader of a great nation's atomic weapons program in a deadly race to build bigger and better bombs. You must assign your workers to multiple projects: building your bomb-making infrastructure, expending your military to protect it, or sending your spies to steal your rival's hard work!

You alone control your nation's destiny. You choose when to send out your workersŠand when to call them back. Careful management and superior strategy will determine the winner of this struggle. So take charge and secure your nation's future!

343 Merchants & Marauders

Saturday Noon on Salon 1 Table 15 for 4 hours
Room Map
GM: Thomas Crawford
Type: Board
System: Merchants & Marauders
Players: 3
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You can be a merchant or a pirate during the Golden Age of Piracy. Seek fortune through trade, missions, or plundering. Modify your ship, buy powerful ships, and hire crew to capture Blackbeard himself or become a pirate even more dreadful!

What's new at Pelgrane Press

Saturday 1:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Kenneth Hite
Type: Seminar

Pelgrane Press staff designer Ken Hite gives you the lowdown on everything from 13th Age to the Dracula Dossier.

304 Tower of the Black Pearl

Saturday 1 PM in 334 for 4 hours
Room Map
GM: Jon Wilson
Type: RPG
System: Dungeon Crawl Classics
Players: 6
Provided: All characters provided by GM
Power Level: 2nd
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Once in a generation the ocean recedes and the undersea Tower of Sezrekan -- where the fabled Black Pearl lies waiting -- is revealed to the brave!

344 Firefly: The Game

Saturday 1 PM on Salon 1 Table 10 for 4 hours
Room Map
GM: James Kiefer
Type: Board
System: Firefly: The Game
Players: 6
Provided: All materials provided by GM
Variations: Tiimed game, with scenario based on experience of the players
Rules Knowledge: Useful
Game Content: Mainstream

Based on the short-lived TV series Firefly, you and your crew travel the Big Black trying to eek out living far from Alliance control. All Expansions!

345 Splendor

Saturday 1 PM on Salon 1 Table 17 for 3 hours
Room Map
GM: Magda Heilborn
Type: Board
System: Splendor
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

As a wealthy Renaissance merchant, acquire mines and transportation, hire artisans and woo the nobility. Create the most fantastic jewelry to become the best-known merchant of them all! Acquire precious stones to trade them for development cards. Use development cards to acquire more gem stones. Use your gems and gold to create the most fantastic jewelry, and appeal to the nobles to gain the prestige you need to win.

City Building: Post Apocalypse

Saturday 2:00 PM in Tri Valley 2 for 1.5 hours
Room Map
Presenter(s): Michael Blum, Kenneth Hite, Anders Swenson
Type: Seminar

The long-running seminar about the nuts and bolts of building and using cities in RPGs. This year we’ll discuss post-apocalyptic communities, and develop one on our whiteboard.

305 The Grand Bavarian

Saturday 2 PM in 159 for 4 hours
Room Map
GM: Randy White
Type: RPG
System: The Strange (Monte Cook's Cypher System)
Players: 6
Provided: All characters provided by GM
Power Level: Low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You're an Estate operative, and you've got a badge to prove it. The Estate is a secret organization that monitors activity on Earth that originates in alternate recursions and, generally speaking, puts a stop to it for the planet's safety. You've been touched by the Strange yourself and have abilities regular people wouldn't understand. Those abilities are what make you a perfect operative for the Estate.

306 Spade's Martian Detective Agency

Saturday 2 PM in 161 for 4 hours
Room Map
GM: David Wainio
Type: RPG
System: FATE Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The players are detectives working for Samantha Spade's Detective Service, Mars Branch. The story backdrop is the future of the 1950s with atomic rockets and the discovery of the Martians who were in status for centuries. The atmosphere still can't support life so the busy space port city of Demios is under a huge clear dome.

Other than the fact the players are private detectives, the rest of the case will be essentially made up on the spot. I have a set of story telling dice with various drawings on them that we will use to set the parameters of the case. They can be used to flesh out your character if you want as well.

Might be recovery of stolen goods, flushing out Space Nazi sabatours, stopping Martian separatists from assassination the Queen, investigating a kidnapping, finding a space pirate...the sky's the limit as long as the plot fits under the dome of Demios.

307 Sumer Prime - The Redemption of Glasya

Saturday 2 PM in 163 for 8 hours
Room Map
GM: Dylan Blair
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 6
Provided: Characters may be provided by GM
Power Level: 13th
Variations: Some variant & optional rules from core books
Rules Knowledge: Expected
Game Content: Mainstream

A plan to overthrow Asmodeus, eons in the making, has derailed just before culmination. The permanent destruction of Glasya, daughter of Asmodeus, was meant to play a key role, but she was inadvertently transported to Sumer Prime. Her status is largely unknown, and all methods of contact have failed. You have been tasked with finding her.

You may use my pregens or bring your own (13th level / 27-pt buy / 1 rare magic item / 3 uncommon magic items / less than 5K gp worth of non-magical equipment).
Website: sumerprime.com/sp5.html

335 Crazier Eights: One Thousand & One Nights Playtest

Saturday 2 PM on Salon 1 Table 8 for 3 hours
Room Map
GM: James Gray
Type: Card
System: Crazier Eights
Edition: 1001 Nights
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A high quality prototype of Crazier Eights: One Thousand & One Nights, a gateway fantasy card game that is similar in some ways to Uno, but every card can be played for an effect. The first player to have zero cards in hand wins.

Crazier Eights: One Thousand & One Nights is inspired by stories often referred to as the Arabian Nights. It has Aladdin, Jinn, magic carpets & more!

This game was designed by James Gray. It has been playtested since June 2015.
Website: www.craziereights.com/

346 Cosmic Eons

Saturday 2 PM on Salon 1 Table 2 for 4 hours
Room Map
GM: Jefferson Krogh
Type: Board
System: Cosmic Encounters
Edition: FFG
Players: 6
Provided: All materials provided by GM
Variations: Hidden Alliances, others as decided by players
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

More alien hijinks and galactic craziness! Featuring the Cosmic Eons expansion, with the first new aliens by original designers Peter Olotka and Bill Eberle in decades. 1-2 rounds.

347 Zombie Apocalypse

Saturday 2 PM on Salon 1 Table 4 for 4 hours
Room Map
GM: Timothy Goodwin
Type: Board
System: Zombie Apocalypse
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition, but for each individual player to achieve victory, he must also complete his personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal, but don't get walked all over by a loudmouth who's looking out only for his own interests!

348 Steam

Saturday 2 PM on Salon 1 Table 14 for 3 hours
Room Map
GM: Scott Fischbein
Type: Board
System: Steam
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Steam is a classic train game involving shipping goods to maximize your profits. A great, thinky strategy game. Rules will be taught. Beginners welcome if they have some board game experience.

349 Rio Grande mishmash

Saturday 2 PM on Salon 1 Table 16 for 4 hours
Room Map
GM: Ian Lee
Type: Board
System: Rio Grande board games
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

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

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

361 Breaking Lances: A Tournament of Jousting for the Adventuring Knight

Saturday 2 PM on Salon GH Table 5 & 6 for 4 hours
Room Map
GM: Thomas Foss
Type: Historical Miniatures
System: Breaking Lances
Edition: 1st
Players: 10
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Breaking Lances is a quick playing set of jousting rules, recreating the fast paced and awe inspiring engagements of knights charging at each other with lances couched, shields up, and horses thundering down the field. It is played with 54mm wooden models which are designed to capture the flavor of the period.

These rules strive to capture the quick moment to moment reactions in tournament style combat, where timing and counter reactions needed to get your lance on point to gain glory by breaking lances on your opponent, and possibly dismounting him. All for the glory and honor of the joust! Or the favor of a damsel; or the ransom money- those are good too!

These tournament style rules attempt to capture the quick moment to moment reactions in combat, where timing, position and good horsemanship wins the day- all for the glory and honor of the tournament! Or the favor of a damsel; or the ransom money- those are good too!
Website: www.skullandcrown.blogspot.com

Demo The Manhattan Project: Energy Empire

Saturday 2 PM on Hall Table 2 for 3 hours
Room Map
GM: Tom Jolly & Luke Laurie
Type: Board
System: The Manhattan Project: Energy Empire
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Play with one of the designers of this new, innovative worker-placement, engine building game, recently released by Minion Games. Each player takes control of a nation vying for power in the second half of the 20th century. They build up their nation's industry, commerce, and government by acquiring resources, building structures, and tapping new sources of energy.

The major threat in Energy Empire is not war, but uncertain global impacts that affect all nations. Your actions come with a cost. As nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can reduce the harmful effects of industry, and help avert a global crisis.

The Manhattan Project: Energy Empire is a standalone game in the family of The Manhattan Project. It is not an expansion.
Website: /www.boardgamegeek.com/boardgame/176734/manhattan-project-energy-empire

Demo Dragon Brew

Saturday 2 PM on Hall Table 7 & 8 for 3 hours
Room Map
GM: Daniel A. George
Type: Board
System: Dragon Brew
Edition: 1st
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dragon Brew is a strategic fantasy beer brewing game where you and your friends take on the role of head brewers competing for prizes at the annual Dragon's Keep beer festival. Players build brewery estates, harvest grain, quest for ingredients and brew custom fantastical beers. In order to earn top prize, and the victory points that go along with such prestige, players must adapt their recipes to the ever-changing preferences of the beer festival judges. The winner of the game is the player with the most victory points at the end of three game years.
Website: www.augustgames.com/dragon-brew/

Drop in Monster Smash

Saturday 2 PM in Salon 2 for 3 hours
Room Map
GM: Donna Livingston-Fitch
Type: Other
System: Monster Smash
Players: 8
Provided: All materials provided by GM
Variations: No tentacles, Shrinking island
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Do you have what it takes to create and control the baddest monster on the board? Use color clay to build your monster and prepare to attack. Dice rolls determine initiative, and accuracy of your monster's weapons. Players must have basic math skills. Game sheet, dice and even a pencil with an eracer is provided by the GM. Children 7 and under need to have an adult Assistant. BEWARE LOSING MONSTER WILL BE SMASHED!!!!

Body: You've Got One; Now What?

Saturday 3:30 PM in Tri Valley 2 for 1.5 hours
Room Map
Presenter(s): Daniel Creelman
Type: Seminar

A study of funereal traditions from around the world and advice for using them in world-building. Includes afterlife management, grave goods, and ritual purity (and the lack thereof).

350 Keyflower

Saturday 3 PM on Salon 1 Table 6 for 4 hours
Room Map
GM: Simon Kiefer
Type: Board
System: Keyflower
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Keyflower is a game for 2 to 6 players played over 4 rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a 'home' tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

Demo Take the Gold!

Saturday 3 PM on Hall Table 5 for 3 hours
Room Map
GM: Tucker Smedes
Type: Card
System: Take the Gold!
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Welcome to the high seas, where gold is on everyone's mind! Send Pirates to steal gold coins from other players, or call in the Officers to protect your own. Watch out as the Kraken could strike, wiping out everything you have! Do you have the Captain's favor to help Take the Gold!?

Your goal is to be the first player to get four Gold Coins. Can ye do it, or will the pirates and the Kraken get the best of ye!?

Take the Gold! is a 2-6 player fast-paced draw-and-play 'take that' card game that plays in about 10 minutes.
Website: www.cardlords.com

309 Hell is Invading

Saturday 4 PM in 170 for 4 hours
Room Map
GM: Erik Alfkin
Type: RPG
System: FATE
Edition: Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It used to be your typical fantasy world. Now, a monstrous army is invading, enforcing their sadistic wills with superior technology. Save your world, and don't end up in Hell.

310 Hero Origins

Saturday 4 PM in 145 for 8 hours
Room Map
GM: Dennison A. Milenkaya
Type: RPG
System: Mutants & Masterminds
Edition: 3rd
Players: 6
Provided: All characters provided by GM
Power Level: Low
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Every hero has a beginning. Every power has an awakening. Every nemesis a first encounter.

Play out the early years of your unique hero with other potential supers. Experience growing up with weird abilities. Immerse yourself in the drama, comedy, and tragedy of a hero from the early years all the way up to your career as a crime fighter!

Be prepared to improvise and role-play.

311 Destroy the Demon Staff

Saturday 4 PM in 147 for 8 hours
Room Map
GM: Keith Garton
Type: RPG
System: Original Dungeons & Dragons
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: 1st+
Variations: house rules
Rules Knowledge: Useful
Game Content: Mainstream

Destroy the demon staff.
A staff was stolen from a demon prince and placed in a box sealed with powerful glyphs.
Your mission is just to support the team of high level warriors/adventures who are tasked with taking the weapon deep into the caverns and throwing it into a volcano so it can never be used again sow evil onto the land.
People are hunting you, evil to retrieve the weapon for themselves good so that they may be the ones to destroy the staff and get the reword trust no one.

you are being hunted.

312 Don't You Just Love it When a Wizard Leaves Out Some Mission Details...

Saturday 4 PM in 149 for 10 hours
Room Map
GM: Les Child
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 1st
Players: 7
Provided: Characters may be provided by GM
Power Level: 4th-7th
Variations: House rules, mainly roleplay, limited combat
Rules Knowledge: Useful
Game Content: Mature Themes

Apparently, a rogue wizard had used a portal crystal without perfect knowledge of it's workings and sent himself to someplace where he would make a lot of trouble. This wizard recruited us to chase him down and either bring him back or kill him. The offer was good, better than we'd been offered before so, of course we were interested. We had questions, like what kinds of creatures we were likely to encounter there, but this wizard got a bit vague when it came to details. He did mention that the place had some giants, but apparently they were not much of a threat. Well we talked it over and decided we couldn't turn down such a high paying job as this, so we all put our mark on the wizard's vellum. He told us that when we were sent through the gate that the crystal created, we would have certain changes happen, like being able to speak the language of the place we were going. He also handed us a sack with some of the local currency to spend, and instructions on how to find the portal prism on the other side to get us back. So we all locked arms while the wizard opened the portal, and we were whisked through time and space to this city where our adventure was to play out. We all came to our senses in a grassy area near a fountain and stood up, brushing ourselves off. Just then, a strangely dressed young man came up to us, staring intently, his mouth agape. It was to me he said, 'Dude! Those are some totally awesome cosplay outfits! Those ears look so REAL!'

.....wizard!....

The game is mainly roleplay, very little combat (you hope).

313 Fallen Out:

Saturday 4 PM in 152 for 8 hours
Room Map
GM: Christopher Bruno
Type: RPG
System: Dungeons & Dragons 3.0/3.5
Players: 8
Provided: Characters may be provided by GM
Power Level: 5th
Variations: Gamma World/Omega World
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Apocalypse Happened. Civilization collapsed, chaos ensued. But who cares about all that when there's Treasure to Hunt and Money to be made! Play as an adventuring party made up of Crazy Pirates and Hoarding Librarians as they search the Apocalyptic Wasteland they call home for various treasures and Artifacts!!!

314 The Tomb of Sorrows

Saturday 4 PM in 154 for 8 hours
Room Map
GM: Chad Lynch
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 5th
Rules Knowledge: Useful
Game Content: Mainstream

Having procured an obscure treasure map your adventuring party seek its fortune and makes it's way to explore an ancient, forgotten tomb in the wilderness of Golarion.

This adventure will include heavy use of Dwarven Forge dungeon tiles & terrain along with miniatures to create immersive, interactive experience. All characters will be provided by the DM.

This game is more classic dungeon crawl with lots of action and light role-play.

315 Suicide Squad - Beyond

Saturday 4 PM in 162 for 8 hours
Room Map
GM: Jason Krestoff
Type: RPG
System: Hero 6th Edition (Champions)
Players: 6
Provided: All characters provided by GM
Variations: Set in the Batman Beyond Universe
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In Suicide Squad - Beyond, you play as supervillain from the Batman- Beyond television series

Play as: Inque, Vendetta, Blight, Shriek, the Dee Dee Twins, Spellbinder, Ace, Curare, Stalker

As captured villains, instead of rotting in prison, you have been 'volunteered' to help your country or CADMUS, (is there any difference).

Your mission poses many risks and a very low chance for survival. But hey, itÕs not called the Suicide Squad for nothing.

316 Good Samaritans

Saturday 4 PM in 164 for 8 hours
Room Map
GM: Leon C Glover III
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 7
Provided: All characters provided by GM
Variations: low SAN
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Clara Stanley, heiress to an international spice fortune, and all of the 30 attending staff at her family estate have disappeared! The investigating authorities, local police as well as the FBI, are at a total loss according to a local newspaper source.

The estate has been cordoned off by the FBI. The Stanley Foundation has hired Pinkertons to patrol the estate and keep prying eyes away until the case has been solved.

The disappearance occurred 3 months ago without a single viable lead remaining to pursue. Foul play is suspected but no details have been released to the public yet. The FBI has posted a reward of $25,000 USD for information that leads to solving the mysterious disappearances.

Your local group of amateur detectives has been given a chance to review the estate and clues recovered from the estate to see if a fresh lens can help advance the case. Your contact at The Chicagoan pulled some strings with the understanding that if you get the reward your contact will get a share of it.

317 The 13th Hour

Saturday 4 PM in 171 for 12 hours
Room Map
GM: Glenn S. Thain
Type: RPG
System: Vampire The Masquerade/Requiem
Players: 7
Provided: All characters provided by GM
Variations: content/rules x-over Masquerade to Requiem
Rules Knowledge: Useful
Game Content: Mainstream

In the beginning, there came a 13th hour.....(This is a mix of content, Masquerade and Requiem, with minor rules crossover.)

318 The Z-Team Presents The Star Wars Mega Game: Remnants of the Empire

Saturday 4 PM in Pacific for 8 hours
Room Map
GM: Lisa Gordon
Type: RPG
System: Star Wars
Edition: Fantasy Flight
Players: 16
Provided: All characters provided by GM
Power Level: A Little Short for a Stormtrooper
Variations: FFG Edge of the Empire & some house mechanics
Rules Knowledge: Useful
Game Content: Mainstream

What is the Star Wars Mega Game?
This will be our 8th Mega Game at DunDraCon! Woohoo! The Star Wars Mega Game is a large format Star Wars roleplaying game with multiple tables and multiple GMs where each table can affect the others in the storyline and sandbox. ItÕs epic!

Wait! I need more explanation! Okay:
Remember on the Death Star, how everyone split up to find Leia, take down the tractor beam, and guard the Falcon? Remember how Luke and Leia's paths crossed on Cloud City and she warned him about Vader? Remember how, during the battle of Endor, there was a battle on the ground, in space, and on the Second Death Star?

Many climactic moments in Star Wars hinge on multiple storylines, criss-crossing goals, and surprises from the enemy. Our game design has always stemmed from remembering this cinematic tension and wanting to recreate it for our players. In the Mega Game, this is done with multiple teams/tables working through the adventure, be they a group of nerf herders, stormtroopers, or rebel scum.

At our base we use the Edge of the Empire system, with a few developed systems for this format. Players have their own unique characters and potential path through the adventure at their table. Each table has itÕs own GM to guide the story. Coordination and communication systems developed in house and monitored by a coordinating GM carry or trigger effects and events from one table to another.

We welcome beginners and veterans alike, to the system, roleplaying, or Star Wars. Come join us as we take the Mega Game into the uncharted sandbox of New Canon established by The Force Awakens and related novels. Characters and shareable table sets of dice are provided.

Great, I got it! On to the Opening Crawl!
ItÕs a troubled time for the Empire.

After the defeats at Endor and Jakku and the treaty of the Galactic Concordance, the Empire didnÕt so much as fall as splinter into divided states. Those trying to keep a grip on their systems, or with some sense of duty to them and their people rather than ideals misplaced in a Sith Lord, clung on and accepted terms with the New Republic. Perhaps there was hope of banding together to regain some strength in the future; perhaps independence seemed best.

A few of these states claim to be the real or 'true' Empire, either a continuous or a successor state. Elsewhere, a few hard core loyalists fled to reestablish their claim to be masters of the galaxy as the fringe group called the First Order out in the Outer Rim. You are from the true remnant among the Core Worlds, the heart of where the Empire should be.

As part of the terms of the Concordance, you have seen your Empire limited in military strength, now only for defense for the Republic. Figures. In addition, there can no longer be the indoctrinated stormtroopers that once kept the Empire safe. Even more heartbreaking was the loss of Coruscant, though some say that wouldÕve been inevitable for peace.

You watched as factions with warlords at the helm turned in on each other. Some suffered far heavier sanctions. Perhaps you were lucky; perhaps you were more skilled at statecraft. Your Empire has always been, and will always be home, no matter the politics. The New Order is, sadly, in complete disorder, and you are fighting to make your home safe.

But the safety of the Empire runs deeper than that. You know some worlds hold the EmpireÕs darkest secrets in their databanks, ships, and temples. When you learn of an infiltration mission to steal sensitive data from your true Imperial successor state (and the poor people who have died from it) it is time to act and stand up for the values of the New Order you have always believed in.

319 Eilyd

Saturday 4 PM in the Business Center for 10 hours
Room Map
GM: Ryan Hulse
Type: RPG
System: Exalted D10
Edition: 1st
Players: 10
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The World Of Darkness in the beginning Save the town or Doom it

352 Kingdom Builder Tournament

Saturday 4 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Angelo Sphere
Type: Board
System: Kingdom Builder
Players: 5
Provided: All materials provided by GM
Variations: All expansions to Marshlands
Rules Knowledge: Useful
Game Content: Mainstream

Get your Heeple on! (house shaped Meeple) Kingdom Builder is the best fun you can have with 40 wooden houses. Think Go designed by Don Vacarino. There will be multiple matches, multiple heats, and the Golden Heeple trophy for the winner!

Indie RPGs - What Are They and What's Hot?

Saturday 5:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Jason Walters, Sean Nittner, & Thomas Rafalsk
Type: Seminar

What makes a RPG an "Indie RPG?" We'll discuss that along with seminal works and some newer games.

320 Shadows and Sand

Saturday 5 PM in 374 for 6 hours
Room Map
GM: Sean Schoonmaker
Type: RPG
System: Infinity the Roleplaying Game
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your O-12 team has tracked a Shasvastii infiltration to the desert planet of Bourak, stronghold of the Haqqislam nation. Their Deep Incursion Corps are masters of stealth, sowing seeds difficult to find and perilous to uproot. Expect an action-oriented adventure where appearances can be deceiving. Quick wits and quick hands will be needed to root out the foe.

The Infinity RPG uses Modiphius Entertainment's acclaimed 2d20 system - perfect for cinematic roleplaying, and with just enough crunch for a sci-fi setting.

321 Absent Empire

Saturday 5 PM in 608 for 6 hours
Room Map
GM: Anton Dovydaitis
Type: RPG
System: FATE Core
Players: 6
Provided: Characters created for game
Power Level: Superb
Variations: Setting Aspects, Æ Stunts, Racial/Career Xtras
Rules Knowledge: Useful
Game Content: Mature Themes

The Great Annihilator no longer feeds the Empire. The Sky Palaces of Summer Throne have Fallen. Starless Horoscopes. Even our ancestors know fear. A Prelude to Tekumel.

Setting Aspects:


322 The Raft

Saturday 5 PM in 570 for 6 hours
Room Map
GM: Christine Lorang
Type: RPG
System: Marvel Heroic RPG
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In the wake of the Sokovia Accords and the Clash of the Avengers at the Leipzig-Halle Airport, Secretary Ross has imprisoned Falcon, Ant-Man, Hawkeye and Scarlet Witch in an undersea supermax prison. Captain America and a hand-picked team came to break them out. But the Raft was designed to hold enhanced beings, and it will not be easy to get in or out. What other secrets does this super-secret prison hold?

Marvel Heroic uses the Cortex Plus RPG framework. Rules will be taught at the table. Players may choose from Captain America, Falcon, Ant-Man, Hawkeye, Scarlet Witch, Winter Soldier, Black Panther or Black Widow. Alternate-gender versions of all characters are available.

323 The Queen's Consort

Saturday 5 PM in 508 for 8 hours
Room Map
GM: Michael Blum
Type: RPG
System: Space: 1889
Edition: 1st
Players: 6
Provided: Characters may be provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

An ancient piece of liftwood -- centuries or millenia old -- was discovered in central Africa; a previous expedition to locate the source of this went missing. You are asked by the Explorers' Club (acting covertly on behalf of the British government) to investigate! If there is a source of liftwood on Earth, locating and taking possession of it would be hugely valuable to any government.

336 Hungry, Hungry Hipsters

Saturday 5 PM on Salon 1 Table 17 for 2 hours
Room Map
GM: Magda Heilborn
Type: Card
System: Hungry, Hungry Hipsters
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

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

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

362 Operation Overlord

Saturday 5 PM on Salon FG Table 8 & 9 for 8 hours
Room Map
GM: Robert Owens
Type: Sci-Fi Miniatures
System: Battletach
Players: 8
Provided: All miniatures provided by GM
Power Level: medium
Rules Knowledge: Useful
Game Content: Mainstream

Drakonn Separatists have taken control of the Spaceport. Counter terrorist action on the Planet Nebula III.

Barely D&D…

Saturday 6:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): AsashiCon - Jason Ebner, Mason Gearheart, Jo Estes, FionaSapp, Lance Guillory, Wisdom Washington
Type: Seminar

The members of ASAHiCon (Anime Society of Antioch High) invite you to play a very fast and loose game of improv D&D. Light on the rules, but all the fun.
Website: www.asahicon.com

401 Floof Adventures: Chasing the Red Spot of Doom

Saturday 6 PM in 143 for 6 hours
Room Map
GM: Joe Gannon
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Beginners Welcome
Game Content: Family

On the edge of the forest, nestled among the trees, is the hamlet of Furness, population three hundred forty nine (Three hundred forty eight cat-folk and two halflings). It was a great place to raise kits, sheep, and the occasional field of nip, until suddenly, it wasn't. A circle of red light appeared, seemingly from nowhere, round in shape, large enough to sit cross-legged in, but too small to lie down in, and wherever this baleful red light touched things started to go wrong. Crops withered, sheep went mad, and a young tortoiseshell was found, limp and weak, in a scorched spot where the red circle had touched. Her eyes, once bright and curious, where clouded and blind, and she whispered,

I have seen it
The source of the light
Deep in the forest
The tree, on the hill
We must seek out the spot and end it before our village is corrupted entirely

Are you brave enough to venture into the forest and find the Red Spot of Doom?
Website: /en.wikipedia.org/wiki/AM_broadcasting

402 Emergency Alert in Detention Block AA-23

Saturday 6 PM in 159 for 6 hours
Room Map
GM: Gil Trevizo
Type: RPG
System: One Roll Engine
Players: 6
Provided: All characters provided by GM
Variations: Star Wars
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Death Star is the crown jewel of the Imperial armada, the flagship of a fighting force of extraordinary magnitude, PalpatineÕs Fist! Only the most elite, the most dedicated, the highest-scoring on the Imperial Armed Forces Vocational Aptitude Battery test are allowed to serve amongst those that wield the firepower of this fully armed and operational battle station!

You used to be one of them. Now, after failing to serve the Emperor with the necessary zeal and/or competence, you have been stripped of rank and thrown into a detention cell to await your fate, whether that be death by blaster, death by garbage chute, orŃif Lord Vader isn't busyŃdeath by Force-choke.

Then you hear muffled voices outside your cell
something about a
prisoner transfer
something is going to pull us apart
blaster fire
a reactor leak
and then
boring conversation anywayfollowed by more blaster fire and aŃclickŃas your cell door is suddenly unlocked.

This game is set in the Star Wars universe using the One-Roll Engine, the system used for the games GODLIKE, WILD TALENTS, and NEMESIS. Rules will taught, but they've been stripped down to run lean and light. This is an extremely profane and raunchy take on the setting, a juvenile game not intended for juveniles: Star Wars as a red band trailer.

403 Avengers Assemble

Saturday 6 PM in 160 for 8 hours
Room Map
GM: Michael Skeen
Type: RPG
System: Marvel Heroic RPG
Edition: Advanced (TSR) Rules
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Play as one of your favorite Avengers! Captain America, Thor, Iron Man, Black Widow, and more will be playable as you work together to save the world (yet again). GM is using the Advanced Set of Marvel Superheroes published by TSR.

404 Kobolds Ate My Haunted Chateau

Saturday 6 PM in 161 for 6 hours
Room Map
GM: Scott Vancil
Type: RPG
System: Kobolds Ate My Baby
Players: 8
Provided: All materials provided by GM
Power Level: Beginner
Variations: (In Color!)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

King Torg (All Hail King Torg!) demands you (his kobold subject) fetch delicious treats from the Haunted Chateau. Your life is now sure to be silly, brutal and short

Play a short, furry, not-too-bright kobold, find delicious treats (preferably babies) for King Torg's (All Hail King Torg!) dinner table. Or die horribly. Possibly hilariously.
Website: GMAtLarge.Tumblr.com

405 Detoru (Dungeon Crawl)

Saturday 6 PM in 165 for 6 hours
Room Map
GM: Robert Johnston
Type: RPG
System: 7th Sea
Edition: 2nd
Players: 6
Provided: Characters may be provided by GM
Power Level: Beginning
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Hexenwerk Necromancer met his just rewards with his death trap backfiring! You can now clear the caverns and mine shafts to free the trapped and imprisoned workers and hostages! Be wary of possible traps or worse! An adventure that can truly be filled with Exciting, Romantic, 17th Century Fantasy Swashbuckling rewards! Rules will be taught! Full Terrain and miniature are provides along with background musical sound track scores. In game incentives provided for those coming:


406 Welcome Humans to DunDraCon 41...now die!

Saturday 6 PM in 166 for 6 hours
Room Map
GM: Mike Eckert
Type: RPG
System: End of the World
Edition: Fantasy Flight
Players: 7
Provided: All characters provided by GM
Power Level: Look in the mirror
Variations: Revolt of the Machines
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Just like every year before, your arrive on Friday afternoon/evening and see all your friends gathering for yet another awesome convention. You make your way to the Registration table and are warmly greeted Welcome to DunDraCon 41, says Hal Heydt. Wait...did he just stutter like Max Headroom? This does not at all look normal. Did you just see Roderick Robertson's eyes glow for a split second? Does Mark Schynert look taller somehow? Something's rotten in the state of DunDraCon and then all hell breaks loose.

407 Call to Action!

Saturday 6 PM in 334 for 6 hours
Room Map
GM: Becky Thomas
Type: RPG
System: Cyberpunk 2020
Players: 6
Provided: Characters may be provided by GM
Power Level: 70 pts, gear & cybernetics need GM approval
Variations: some house rules
Rules Knowledge: Useful
Game Content: Mainstream

* Shemp Pirrudy's Freedom Network *
* CALL TO ACTION! *
People abducted for Corporate experimentation!
Strike Team: Solos, Netrunners, Techs, Medtech!
Contact Stinchcomb @1s.iz.wox.4id
Leave resume and secure contact info for screening.

408 Operation: Fortress

Saturday 6 PM in 334 for 6 hours
Room Map
GM: Steve Kani
Type: RPG
System: Cyberpunk 2020
Players: 6
Provided: Characters may be provided by GM
Power Level: 70 pts, gear & cybernetics need GM approval
Variations: some house rules
Rules Knowledge: Useful
Game Content: Mainstream

BioTechnica Mission Briefing

The PZ1-D4 virus is ravaging poor communities worldwide. BioTechnica has developed a proprietary vaccine and treatment, and as a humanitarian effort, is providing testing and vaccination through free-clinics around the globe.

There has been an extremist attack on our free vaccine clinic in Oakland, CA. The attackers - presumed to be members of the Oaktown underground - abducted patients receiving critical care for the PZ1-D4 virus and destroyed the facility.

Your squad is tasked with securing our other Bay Area free clinic in Bayview-Hunter's Point (BV-HP), south of the SF Corporate Zone.

The protection of BioTechnica staff and any PZ1-D4 patients is paramount. The facility must additionally remain open to provide screening and vaccination to the socio-economically challenged residents of BV-HP.

Security of the clinic was upgraded for the BioTechnica free clinic, to secure our proprietary PZ1-D4 vaccine. The corporate security team is authorized to use any and all methods to secure the facility and to ensure the safety of BioTechnica staff and materials in the event of an extremist attack.

409 Mecha Vs Kaiju: Sensational Sentei Squad GO!

Saturday 6 PM in 338 for 6 hours
Room Map
GM: Johnathan Wright
Type: RPG
System: FATE Core
Players: 6
Provided: Characters created for game
Variations: Mecha vs. Kaiju
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

ix young people from all walks of life gain magical powers and unite to defeat insane bikers, malevolent ogres, and giant monsters as the Super Sentei Squad! IKIMASU!!!

Celebrate the release of the new Power Rangers movie by donning the multi-colored uniform of a Japanes Sentei hero. You'll learn magical combat techniques and super-powered stunts to fight implacable foes. But most importantly, you'll work together with other players to design your team's theme and giant super robot.
Website: MechaVsKaiju.com

431 Red Dragon Inn

Saturday 6 PM on Salon 1 Table 7 for 3 hours
Room Map
GM: Thomas Crawford
Type: Card
System: Red Dragon Inn
Players: 7
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You are adventurers who have returned from your latest expedition and are at the Red Dragon Inn to drink, gamble, and engage in other acts of fun and roughhousing. The last player who remains conscious and who has some gold is the winner. Players can choose from many adventurers from various expansions.

432 Public Villification

Saturday 6 PM on Salon 1 Table 8 for 8 hours
Room Map
GM: Brad Nozik
Type: Card
System: Vampire: The Eternal Struggle
Edition: Current
Players: 12
Provided: Materials may be provided by GM
Variations: Tournament
Rules Knowledge: Useful
Game Content: Mainstream

Ancient Methuselahs manipulate mortals and immortals as they use guile, cunning, and outright violence to gain domination over their rivals. Standard tournament constructed decks. Prizes and demos. All current rulings. Number of rounds dependent on number of players & interest. Bring your own decks, but a few loaners will be available.
Website: vekn.net

433 Commander Cube

Saturday 6 PM on Salon 1 Table 10 for 6 hours
Room Map
GM: Andrew Heilborn
Type: Card
System: Magic: The Gathering
Players: 8
Provided: All materials provided by GM
Variations: Commander, Cube, Conspiracy
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Commander Cube. Draft and build a Commander deck and play it on-the-spot!

Conspiracy and Unglued cards are included. This is a mid-level power cube. The Vintage Power cards are not included, but proxies of many otherwise high power artifacts and an assortment of dual lands will be included

Unglued cards will not include sheer ridiculousness. No cards that require standing up. See website for additional details.
Website: www.computerwizard.space/index.php/2016/11/16/commander-cube/

441 Arkham Horror - The Dunwich Horror

Saturday 6 PM on Salon 1 Table 1 for 6 hours
Room Map
GM: James Kiefer
Type: Board
System: Arkham Horror
Players: 6
Provided: All materials provided by GM
Variations: Extremely modified
Rules Knowledge: Useful
Game Content: Mainstream

Why does it always happen in Arkham? Another Old One is awakening! Only you can save the world! This is a modified version of Arkham Horror. Some rules have been changed to protect the innocent.

442 Great Western Trail

Saturday 6 PM on Salon 1 Table 14 for 4 hours
Room Map
GM: Scott Kovatch
Type: Board
System: Great Western Trail
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Pfister Is On Pfire!

Alexander Pfister is on a roll of late. He was the co-designer of the Kennerspiel des Jahres-winning games Broom Service and Isle of Skye, and also designed Mombasa, which was the winner of the 2016 Deutscher Spiele Preis for best 'gamers' game.'

His latest offering is Great Western Trail. From the publisher:

America in the 19th century: You are a rancher and repeatedly herd your cattle from Texas to Kansas City, where you send them off by train. This earns you money and victory points. Needless to say, each time you arrive in Kansas City, you want to have your most valuable cattle in tow. However, the "Great Western Trail" not only requires that you keep your herd in good shape, but also that you wisely use the various buildings along the trail. Also, it might be a good idea to hire capable staff: cowboys to improve your herd, craftsmen to build your very own buildings, or engineers for the important railroad line.

If you cleverly manage your herd and navigate the opportunities and pitfalls of Great Western Trail, you surely will gain the most victory points and win the game.

The game incorporates elements of deck building, tile placement and economics, and takes 2.5 hours to play, but with rule explanations, 3 hours is more likely.
Website: /www.boardgamegeek.com/boardgame/193738/great-western-trail

444 Elder Sign

Saturday 7 PM on Salon 1 Table 4 for 3 hours
Room Map
GM: Angelo Martinez
Type: Board
System: Elder Sign
Players: 6
Provided: All materials provided by GM
Variations: expansions available
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

It is 1926, and the museum's exotic curios and occult artifacts open barriers between our world and the elder evils lurking between dimensions. Other Worlds begin to leak through and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of susceptible minds are driven to desperation by the supernatural forces that the portals unleash. In the midst of this chaos, a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever and stop evil Ancient Ones from reducing humanity to cinders.

Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient Ones. Armed with cards for tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.
Website: /www.fantasyflightgames.com/en/products/elder-sign/

461 Operation Marathon

Saturday 7 PM on Salon FG Table 2 for 6 hours
Room Map
GM: Anthony Rodgers
Type: Sci-Fi Miniatures
System: Mutant Chronicles/ Siege of the Citadel
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Deep in the Venusian jungle a new Dark Legion Citadel has been discovered. Operation Marathon will deliver five teams of Doomtroopers into the Citadel. The Doomtroopers mission is to destroy the summoning portal. With the new release of The Siege of the Citadel game due in late 2017. Come and play this old favorite one last time.

462 Battle of the Beasts

Saturday 7 PM on Salon FG Table 4 for 6 hours
Room Map
GM: Steve Hagarty
Type: Historical Miniatures
System: Treadheads Tank & Infantry Combat System
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Downloadable PDF with basic explanation of game development and overview of rules and game play. For additional information search 'Treadheads' in Slideshare.

We'll also be using an Augmented Reality app to eliminate the need to access rules during game play.
Website: www.slideshare.net/wolfhag/treadheads-overview

471 Mad Max: Imperator Rising

Saturday 7 PM in Salon A for 6 hours
Room Map
GM: John Kim
Type: LARP
System: Homebrew
Players: 14
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: ost-apocalyptic
Costume Suggestions: Punk a la Mad Max

Gas Town is under seige by raiders, and The Citadel must help or run out of precious gasoline. But Imperator Mortis is dying. Among the leading warboys, who will prove themselves and inherit the mantle of Imperator of the War Rig?

This is a larp set in the world of Mad Max years before the time of Fury Road. Attitude is everything - live fast and die young! There will be plenty of action, but don't depend on subtle strategy.

The characters are all warboys and aspirants. They are socially considered male by the system, though they can be any sex or gender, like Furiosa. There will be replacement characters available for those who die. (I live! I die! I live again!)

472 A Garden of Forking Paths

Saturday 7 PM in Salon B for 4 hours
Room Map
GM Troupe: Dreams of Deirdre
Type: LARP
System: GM Fiat
Players: 12
Variations: Jeppform
LARP Experience: Useful
Game Content: Mature Themes
Genre: Literary Fiction
Costume Suggestions: Anything casual to semiformal that works through the 1960s to the 2000s

In all fiction when a man is faced with alternatives he chooses one at the expense of the others. In the almost unfathomable Ts'ui Pen, he chooses--simultaneously--all of them. He thus creates various futures, various times which start others that will in their turn branch out and bifurcate in other times.
- Jorge Luis Borges, The Garden of Forking Paths

Each year, Barbara has a garden party for her birthday. She brings her family to enjoy a quiet meal in her beautiful and well-tended garden. This game charts the course of her life and the lives of those around her through the decisions made at these parties.

A Garden of Forking Paths is a larp told in scenes, inspired by a story by Jorge Luis Borges. This game, heavily inspired by Jeep format, follows four characters that face dilemmas and make decisions that will affect the course of their lives. At the same time, two other groups of players will be playing the same characters and, possibly, making different decisions.

Content: this game begins with a post-funeral family meeting, and will explore relationships, family, marriage, divorce, death, and other potentially fraught life events.

A Garden of Forking Paths (2012, Alleged Entertainment) was written by Susan Weiner, Vito D'Agosta, and Nat Budin, and first run in 2012 at Intercon L in Chelmsford, MA.

410 They!

Saturday 8 PM in 151 for 6 hours
Room Map
GM: Eric Moore
Type: RPG
System: Pulp Adventure
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: Cliffhanger
Variations: Drive-In Pulp
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Who or what is destroying the forests of Oregon? Is the rise of saucer sightings related? Can you and your other army troubleshooting team members solve the mystery?

411 The Haunting

Saturday 8 PM in Tri Valley 2 for 4 hours
Room Map
GM: Dave Sokolowski
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Boston, 1925 - Your private investigation company has been hired to investigate why no one wants to rent a run-down house. The money is good, and it seems like a milk run to check out an old property. What can go wrong?

412 A Family Betrayed

Saturday 8 PM in 168 for 6 hours
Room Map
GM: Justin Nelson
Type: RPG
System: Dungeon World
Edition: 1st
Players: 5
Provided: Characters created for game
Power Level: 1st
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your party serves a nobel house that has suffered bandit attacks and have been ordered to find the source of these raids, no matter where the trail leads...

413 If We Discover Aliens, What's Our Protocol for Making Contact?

Saturday 8 PM in 170 for 4 hours
Room Map
GM: Peter Bauer
Type: RPG
System: Traveller
Edition: 1.0
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

en.wikipedia.org/wiki/Traveller_

445 The Manhattan Project: Energy Empire

Saturday 8 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Christopher Larson
Type: Board
System: The Manhattan Project: Energy Empire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Fresh from Kickstarter comes the new sequel to Manhattan Project!

From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation's industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. Energy Empire is set in the same universe as 'The Manhattan Project, but is a stand-alone game, not an expansion.

The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises.

481 Nighttime is for Werewolves!

Saturday 9 PM in Salon C for 6 hours
Room Map
GM: James 'Jay' Fitch
Type: Other
System: Werewolves of Miller's Hollow
Edition: Standard
Players: 18
Provided: All materials provided by GM
Variations: Numerous games - various Characters added
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Are You A Werewolf or just simple Villager trying not to be lynched by the mob? Rumors and Bloody Killings are happening around your Hamlet. Who's to Blame? Mob Rule!

414 Adrift on the Dark

Saturday 10 PM in 163 for 4 hours
Room Map
GM: Elizabeth Daggert
Type: RPG
System: Ten Candles
Players: 5
Provided: Characters created for game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It was a relaxing two-day cruise, a quick jaunt out from the island resort, touring the archipelago, marveling at the jungles, birds, and sharks. Sipping drinks at sunset, gasping in awe at the gorgeous, star-studded sky.

But then you watched the stars wink out. The Moon disappeared. The Sun never rose.

And then They came.

The ship has been silent now for ten days. Silent, save for the occasional howl on the wind, and screams quickly silenced. Something went wrong with the engines not long after the darkness descended. Backup energy and emergency lights held out for some time, but then the lights became erratic, fading slowly to nothing.

In the time you've been adrift you watched the lights of the ports flicker out like the stars did. The radios went from panic to static to silence. At one point a few brave souls took a lifeboat and left behind promises to send help. There has been no word.

The dark is where They hunt. You've barricaded yourself into a cabin, huddled with other survivors around the dim light of a dying lantern. You look at each other with haunted eyes. You have each seen things, done things to survive this long.

Just when you were about to speak, to say anything to break the suffocating silence, the engines unexpectedly roar! The ship shudders and heels with renewed purpose as the emergency lights gasp for life. You have no idea of where you're going, or who might be steering. How long do you have before the last power is drained away and the ship plunges completely into darkness? Could you get out a message? Take control and steer for home?

Now is your last chance. It is time to move. Don't lose hope!

And stay in the light.
Website: cavalrygames.com/shop

415 The Incident at Hall House

Saturday Midnight in 145 for 4 hours
Room Map
GM: Jeff A. Hatch
Type: RPG
System: Pulp Adventure
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: Cliffhanger
Variations: Cthulhu Pulp
Rules Knowledge: Useful
Game Content: Mature Themes

An infamous house once belonging to an evil man named Emil Hall is up for sale to a wealthy Spectrologist (one who studies ghosts and haunting). The Theron Marks Society has been called in to investigate Hall House and report back.

This scenario is MATURE THEMES and will be held at MIDNIGHT to enhance the spooky atmosphere. It will feature props, music and possibly special lighting.

Please register ONLY if you are ready for a serious roleplaying experience!

500 The 'Kindly Fellows'

Sunday 8 AM in 143 for 6 hours
Room Map
GM: Alexei Ryan
Type: RPG
System: Dungeon World
Players: 5
Provided: Characters created for game
Power Level: Overwhelming
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dungeon World uses the Powered by the Apoclypse engine in a traditional fantasy setting. Story heavy, rules light. Beginners and veterans alike love this fast paced wild adventure where failures give XP and players have narrative input.
Website: /www.dungeon-world.com

501 Future Crimes

Sunday 8 AM in 145 for 6 hours
Room Map
GM: Larry Lynch-Freshner
Type: RPG
System: 7th Sea
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: 25-50 XP
Variations: Modified for Space Opera
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Called the 'Oxymoronic Federation' by many, the Federation of Allied, Autonomous Worlds is a strange beast.

Formed from a very loose alliance of many core planetary systems that survived the collapse of the old republic, each jealous of its own power, but unwilling to spend the money needed to defend its interests beyond itself.

These were the well-populated, rich systems of the old republic - the ones mostly controlled by the huge inter-stellar corporations. Corporations that are again reaching to expand from world to world.

The Federation was formed in committee, given a budget, and a very specific charter, covering border defense, interstellar trade, and a very small number of laws that the member worlds all agreed should be handled at the Federal level. Most worlds also kicked in a starship or two from their system defense fleets, to help get things started. Odd though it is, the idea of a Federation of Worlds resonated with younger people on most worlds. Many joining Federal forces, and all helping vote in more local support and expansion of scope. This is scaring many a CEO, and planetary governor, but most have found themselves powerless to stop it, not to slow it down.

The Federal Marshal Service was formed by the original Federal charter to enforce the handful of Federal laws. The number of Federal laws has expanded since then, and one of those new laws deals with Artificial Intelligences. AI's have been deemed 'people', and are therefore illegal to own. But because AI's can operate robotic bodies in extreme environments, there is a strong incentive to create more. A compromise solution was reached involving a period of monitored, indentured servitude for a period after manufacture. After that time, the AI is released from contract, and may hire on with any employer it chooses. But its still cheaper to do it the old way, and so some companies try to get away with buying AI's from smugglers and rogue manufacturers to run their robots.

Your character is an experienced, though still young, law enforcement professional who joined the Federal Marshal Service, finished training, and have been formed into a team working out of the Federal offices in the Delta Pavonis system. You've been training with your team for a short while, and are now being sent out one your first real mission, to track down, and bring to justice smugglers of illegal AI brains. It won't be easy, bug smugglers rarely put up armed resistance, like pirates do, so there should be little danger. Good luck!

7th Sea is a game of Swashbuckling Adventure, which translates to a Space Opera setting very nicely. This game uses the original 'Roll and Keep' method from the first edition, with a few small modifications...

502 What the Oracle Sees - Persecution (Part 2)

Sunday 8 AM in 147 for 6 hours
Room Map
GM: Paul Banda
Type: RPG
System: Urban Shadows
Edition: 1st
Players: 5
Provided: Characters created for game
Power Level: Beginning
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In the not-so-distant future, advancements in cybernetics and nanotechnology have brought humanity to the brink of machine integration. However, like all modern technology before it, such wonders are only within reach of the rich and powerful.

Cybernetic organisms have been deployed among humans for some time, and AI development has become so incredibly complex that the world has already undergone some very big changes. What makes this development so much more than all the others before?

That's a good question, and one that is starting a body count.

This is a two part game. The first part will be for learning the system, creating a character, and playing the first act. The second part will be the second act and wrap-up. You do not have to be in the first game to play in the second.
Website: /sites.google.com/site/whattheoraclesees/

503 Howls in the Dark

Sunday 8 AM in 149 for 6 hours
Room Map
GM: Liz Ruifrok
Type: RPG
System: Pugmire
Edition: Early Release/1st
Players: 8
Provided: All characters provided by GM
Power Level: Beginning
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Free Dogs are starting to rally; the outlaw Lorna Doone is starting to gather them together. The exiles are realizing that the city of Pugmire is prime for the taking. Can you get to them first?

504 Adventures in Laketown

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

Play the world's favorite role playing game in the greatest fantasy setting of all time -- Middle Earth! Answer the call of King Bard at Laketown for adventurers after the Battle of Five Armies.

Pregens will be provided to help new and experienced players adventure in Middle Earth. New players are welcome.

505 The Curse of the Labyrinth: The 13th Hour

Sunday 8 AM in 152 for 8 hours
Room Map
GM: Kourtney Hobart
Type: RPG
System: Hero 5th Edition (Fantasy)
Players: 10
Provided: All characters provided by GM
Power Level: 200 pts
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Goblin Commander, Eru has been bested by our heroes. In exchange for his life, he has offered entrance to Jareth's Castle. The commander is not to be trusted, but left with no choice, the party has accepted the deal. The orders are to meet at the gates to the Goblin City where the Commander will open the gates and lead the way to Jareth's throne room. Time grows short and Toby is determined now more than ever, to rescue Sarah. If the Commander makes good on his promise, what can the party expect inside the castle beyond the goblin city? Will Toby reach Sarah in time? If Jareth is defeated, who will become the next ruler of the Goblin Kingdom? The party grows anxious as the moment of triumph is within their grasp. It is time for the reign of tyranny to end and for a new era to begin.

506 Supply Run, With Vatclones and Cyborgs

Sunday 8 AM in 154 for 4 hours
Room Map
GM: Erik Alfkin
Type: RPG
System: FATE
Edition: Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A damaged starship has crashed on a Sword & Sorcery world. The survivors are a sentient AI and a brain in a jar. Their plan: Send out agents to recover materials to repair the ship (crystals from a cavern, a dragon egg, who knows). They can vat grow humans who look like the locals (a cloned Conan or random thief, for example), they have robots, or they can combine both for a Terminator-type cyborg. These would be the character options. However, there's a glitch in the process, and each character has some sort of flaw that makes things interesting. Maybe the cyborg just can't keep from killing random humans, or the muscle-bound warrior ended up with a penchant for Calculus rather than swordplay. And maybe that robot thinks this world is grand and wants to set up shop as an oracle rather than complete the mission at hand.

The goal for this scenario is to go out incognito (a robot can always wear a hooded cloak or pretend to be an automaton created by a mad sorcerer), recover the materials, return to repair the ship. It's sure to go smoothly...

507 Race for the Last Piece

Sunday 8 AM in 159 for 8 hours
Room Map
GM: Geoffrey Nicholls
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 15th
Rules Knowledge: Expected
Game Content: Mainstream

Tensions between Alexandria and Enthor have never been worse. Getting the last piece of the silver dragon orb will make thousands and thousands of people safer. It looks like Enthor knows where it is too. 25pt buy ability scores, 240K GP Max

508 Patronage - Light of the Kaliphate

Sunday 8 AM in 160 for 8 hours
Room Map
GM: Pol Stafford
Type: RPG
System: Rolemaster
Edition: Classic
Players: 5
Provided: All characters provided by GM
Power Level: Medium
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Set between the kingdoms of the Burning Sands and the Verdant Plains, the Kaliphate of the Isthmus is a center of trade, tolerance, prosperity, and the Light of Reason - even if its patron god is Baruk, Lord of Night.

Years ago now, you helped Ashan the Kaliph found the Kaliphate. Your insight, powers, and presence were instrumental in creating a civilization such as the world has never seen.

Apropos of nothing, you have received word - clearly by magical means - that the Kaliph requests your presence at a feast thrown in your honor with many dignitaries - and many worrying old friends.

What will you find in the halls of the Kaliph when you return? What new danger awaits...

509 Mythic Realms: 'The Black Desert'

Sunday 8 AM in 161 for 8 hours
Room Map
GM: Robert Anderson
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 15th, & Mythic 4: 44 pt buy, start 500K gold
Variations: High Level Mythic
Rules Knowledge: Useful
Game Content: Mainstream

Character Creation: 44 Point Buy; Starting gold 500,000 gp

Mythic Realms: 'The Black Desert'

The Black Desert is one of the vaults of Orv, deepest layer of the Darklands, and is located far below northeastern Garund. Like the other vaults, it is a staggeringly large cavern filled with black sand deserts and toxic radiation hostile to all non-native life.

Geography:
The Black Desert is located below northeastern Garund, roughly beneath the nations of Osirion and Thuvia. The vault known as the Midnight Mountains is to the north, Doga-Delloth to the west, and Minos-Pashat to the south.

There is a also a route up to the shallower layers of the Darklands.Its landscape is dominated by the countless of miles of black sand that give it its name. The ceiling of the vault contains lodes of blightburn ore that illuminate the cavern with a dim green glow. These large concentrations of blightburn give off a poisonous radiation, making the Black Desert fatal to most living foreign creatures.

Lost amongst the sands are many ancient, abandoned cities built in the style of Ancient Osirion.[2]

Denizens
The Black Desert is a spawning ground for purple worms, which are immune to the effects of the blightburn. The undead drow of House Shraen inhabit a massive ruined city they have named Shraen after themselves.

House Shraen was once one of the great drow houses of Sekamina. Rather than following the other houses and adopting demons as their patrons, they worshipped Urgathoa and studied the mysteries of undeath, and were ultimately exiled.[1]

History
Even the drow could not tolerate their vile practices, and House Shraen was forced into exile.[1] They fled down into Orv, arriving at the Black Desert after a harrowing journey of many thousands of miles. Only the undead members of the House had survived up to this point, and they settled in a vast abandoned city they named Shraen. The poisonous radiation of the Black Desert has no effect on their undead forms.[1]

Inhabitants
Today, all of the members of House Shraen are powerful undead spellcasters: vampires, liches and worse creatures. They raid the ghouls of Sekamina for undead slaves, or capture living creatures to turn into undead.[1] They have also managed to magically control the purple worms that live in the Black Desert. They travel across the sands in the gullets of their worms, seeking out secrets hidden by the desert.[1]

510 House Party!

Sunday 8 AM in 162 for 8 hours
Room Map
GM: Don Satow
Type: RPG
System: Hero 6th Edition (Teen Champions)
Edition: 5th ed welcome
Players: 6
Provided: Characters may be provided by GM
Power Level: 9d6, 8CVs, 4 Spd
Variations: No find weakness, no unique martial maneuvers
Rules Knowledge: Useful
Game Content: Mature Themes

Called away on an intergalactic threat, Champion and American Beauty are called away leaving Kid Champion home alone. Trying to impress Fujiko, Kid Champion's friends (the players) suggest hosting a party at the Champion's Mansion, but things never go as planned when teenagers hold house parties while their parents are away(at least that is what 80s movies have taught me). Mature themes due to language and sexual innuendo.

512 Solar Patrol '55 - It's Them Again !

Sunday 8 AM in 608 for 4 hours
Room Map
GM: David Wainio
Type: RPG
System: FATE Core
Edition: 2013
Players: 6
Provided: All characters provided by GM
Power Level: begging
Variations: Home Grown Solar Patrol '55 Mods
Rules Knowledge: Useful
Game Content: Mainstream

My Solar Patrol mod for FATE pushes the equipment rules to past what is common for FATE and has a few skill changes and new stunts to reflect the genre of 1950s Sci-Fi. But anyone that knows FATE will have no problems and if you don't know FATE, catching on to how things work should not be a problem. Characters are provided with several options (more characters than players) so finding something you want to play should not be an issue. Plus small mods are easy to make before we start.

This alternative history world saw aliens help the Nazis during WWII. The Nazis still lost but left for an outer asteroid belt and are still out there. The Marshall Plan and atomic rockets populated the solar system. Strange aliens like the Greys and Robomen are threats while the few remaining Martians found in status underground are allies.

The Solar Patrol is the United Nation's space police, peace keeping force and solar system 'coast guard.' The Solar Patrol also deals with monster sighting and reports of new alien encounter. They have academies in nine places on Earth.

The players have just graduated from the San Antonio, Texas campus and represent would be normally be a crew for a small patrol ship. Normally you would be rotated up to orbit to take over a ship however a special request from the Government of Mexico has your group in a sputtering DC-3 headed for rural Mexico rather than on a shuttle to a patrol ship. You folks happen to be the closest Solar Patrol team available - new or otherwise.

There have been lights in the sky and under the ocean, two small buildings have been partially destroyed and a few locals have reported something the size of pickup truck walking in six legs skulking around the rancheros.

Yeah, they could send in the Federales or Mexican Army (Hey, in 1955 Mexico is actually a fairly prosperous nation) - but weird stuff is Solar Patrol territory. So you're off to Mexico. Full briefing to be held on the plane.

541 Settlers of Catan: Cities & Knights

Sunday 8 AM on Salon 1 Table 4 for 3 hours
Room Map
GM: Aaron M. Malek
Type: Board
System: Settlers of Catan
Edition: Mayfair 3rd
Players: 5
Provided: All materials provided by GM
Variations: custom 3D terrain
Rules Knowledge: Useful
Game Content: Mainstream

Knights protect the island of Catan from invading barbarians, and city improvements confer benefits to that city's owner. 5-6 player game on custom 3-D terrain.
Website: www.boardgamegeek.com/boardgameexpansion/926/catan-cities-knights

Hunker Down and Bug Out

Sunday 9:00 AM in Tri-Valley 2 for 1.5 hours
Room Map
Presenter(s): Karl Reichhold and Karen Kelley
Type: Seminar

No glam-ping here! Get survival tips for staying secure in your home or living in wilderness due to extreme weather, an end of the world meltdown or a zombie apocalypse! Bring your questions and a pen and paper to take notes. Everyone goes home with great tips, things to think about and a little goodie to start your BOB (bug out bag).

513 The Education of Steven Universe

Sunday 9 AM in 508 for 8 hours
Room Map
GM: Michael Garcia
Type: RPG
System: FATE
Edition: Core
Players: 6
Provided: All characters provided by GM
Power Level: Human to Fusion
Variations: Custom Initiative, & other hacks
Rules Knowledge: Beginners Welcome
Game Content: Family

Being home-schooled all his life, Steven has decided to join his friend Connie and enroll at Beach City Middle School. There he can experience the many wonders of public education which includes home ec, music courses, and dogdeball! However, there are many pitfalls as well. With every day that passes the Gems grow more worried, and while they continue to provide him with moral and parental support, those newly opened substitute positions are starting to look very tempting.

Join us for Fate powered one-off off of our favorite denizens of Beach City. Like the show, the tone will start off light and silly and gradually build to an exciting Gem battle climax. Playable character will be pre-generated and will include (but not limited to) Garnet, Amethyst, and Pearl, and Steven!

542 Lords of Waterdeep

Sunday 9 AM on Salon 1 Table 7 for 3 hours
Room Map
GM: Thomas Crawford
Type: Board
System: Lords of Waterdeep
Players: 5
Provided: All materials provided by GM
Variations: Skullport Expansion (optional)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

From the official website: Waterdeep, the City of Splendors, the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force! You take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder or help the other lords by playing Intrigue cards to enact your carefully laid plans.

543 XCOM: The Board Game

Sunday 9 AM on Salon 1 Table 8 for 4 hours
Room Map
GM: Barry Figgins
Type: Board
System: XCOM: The Board Game
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

XCOM: The Board Game is a 4-player cooperative game, where we take on leadership roles in XCOM, the world's first and only line of defense against alien invasion.

The game is unique in several ways. It's played in rounds with about five minutes of real-time play, followed by a resolution phase. The alien AI is handled by a tablet app, which one player at the table is responsible for interacting with.

A major benefit of the app and the game structure is that we can start playing immediately, with no need to go step-by-step through a rulebook. A game takes about an hour and a half, so it would be good if you can stay for two games. We'll do one on 'Easy' with rules teaching and frequent pausing, and then one on 'Normal' with the rules for the timed phase strictly enforced. Take too long to make a decision and the game will move on without you!

544 Mare Nostrum: Empires

Sunday 9 AM on Salon 1 Table 10 for 4 hours
Room Map
GM: Matthew Byrtus
Type: Board
System: Mare Nostrum: Empires
Edition: 2016
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Mare Nostrum is an empire-building game in which 2-6 players lead their individual ancient empires to dominion of Mare Nostrum. You grow the fame and glory of your empire by expanding your influence into new Provinces, then extending your Trade Caravans, building Markets, and founding new Cities and Temples.
Website: //boardgamegeek.com/boardgame/174785/mare-nostrum-empires

545 Pandemic & Pandemic: The Cure

Sunday 9 AM on Salon 1 Table 15 for 4 hours
Room Map
GM: Chriss Lagge
Type: Board
System: Pandemic
Edition: On The Brink & The Cure
Players: 5
Provided: All materials provided by GM
Variations: Possible Virulent Strain or Mutation
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

PANDEMIC
--------
Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out. Players must work together playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks.

546 Giant 50th Anniversary Axis and Allies

Sunday 9 AM on Hall Table 6 & 7 for 8 hours
Room Map
GM: Laurence Frazee
Type: Board
System: Axis and Allies
Edition: 50th Anniversary
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Anniversary Axis and Allies like its never been played before!

At a HUGE 8 foot by 4 Foot size! No more fat fingers or errant dice throws destroying Europe!

The Anniversary game made its fall release as a one time special edition release. It was never again-printed and sells on ebay for nearly 500 dollars.

Now, get a change to play this out of print game but on a huge scale. Can you Save the world from evil empires?

Rules can be pre studied at the url below:
Website: www.wizards.com/%5CAvalonHill%5Crules%5CAxAl-AnEd_Rules.pdf

561 Wind and Rock

Sunday 9 AM on Hall Table 8 for 6 hours
Room Map
GM: John Carnahan
Type: Historical Miniatures
System: Captaincy
Players: 8
Provided: All miniatures provided by GM
Variations: run by designer
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

September 1631 -- outdated Spanish galleons are caught by newer Dutch ships at Albrolhos, a notorious navigation hazard off Brazil. Big (1/500) models, unique rules, a rarely gamed period.
Website: /en.wikipedia.org/wiki/Battle_of_Albrolhos

What's Cool

Sunday, 10:30 AM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Chris Klug, Kenneth Hite, Bruce Harlick
Type: Seminar

Three Icons of the gaming industry from 3 different viewpoints combine to present to you the best in current game products.

514 Savage Island

Sunday 10 AM in 164 for 8 hours
Room Map
GM: Danny Idryo
Type: RPG
System: 6D6
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: pregen characters
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Shipwrecked and adrift at sea, you and your companions have spotted an uncharted island in the distance. Getting there will be a challenge of its own, but even if you manage to make land, what new horrors will you encounter? Will the island provide you with what you need to survive? Will you live long enough to rue the day you ever set foot on it? And what's that shadowy tower looming over the western shore?

6d6 is a community-driven gaming system from 2014 published under the creative commons license. All materials on the website can be freely distributed. Please don't read through the scenarios before playing!
Website: 6d6rpg.com/wiki/doku.php?id=start

515 Pulp Horror on the Orient Express

Sunday 10 AM in 165 for 6 hours
Room Map
GM: Gerald Betti
Type: RPG
System: Pulp Adventure
Players: 6
Provided: All characters provided by GM
Power Level: Cliffhanger
Variations: Cthulhu Pulp
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The classic Call of Cthulhu adventure 'Horror on the Orient Express' ran using Pulp Adventure rules. In 1924, Investigators travel from Paris to Constantinople, via the Orient Express, to collect evil artifact parts for destruction.

516 Monster Hunters: Colorado Kush

Sunday 10 AM in 166 for 6 hours
Room Map
Group: Gamer Geekus
Type: RPG
System: Feng Shui
Edition: 2nd
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Summer 1983: Fresh off their mission taking on the undead at the Mexican border, The Monster Hunters move on to Boulder where a rash of mysterious disappearances have the locals and law enforcement spooked. Is it Sasquatch? Is somebody digging up another Indian Burial Ground? Maybe the Third Bridge Ghost is taking victims again. Either way, the Monster Hunters have enough brains, bullets, and beer to take down whatever's threatening the Centennial State for good.
Website: /www.facebook.com/Gamergeekus

517 Liberation of Deshelim

Sunday 10 AM in 168 for 8 hours
Room Map
GM: Sean Maletsky
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 8
Provided: All characters provided by GM
Power Level: 11th
Rules Knowledge: Expected
Game Content: Mainstream

The high mountain kingdom of Deshelim has been out of contact since the the hard winter hit. The Churches divinations hint at a rebellious god-child imposing his tyrannous will on the small kingdom. The high pass is blocked by the lair of the ancient white dragon Mesanth. The Church needs adventures to help its people.

518 Tales From The Borderlands : Guns Of The Revolution

Sunday 10 AM in 170 for 8 hours
Room Map
GM: Ryan Burton
Type: RPG
System: FATE Core
Players: 5
Provided: All characters provided by GM
Power Level: High
Variations: Custom Modes, Weapons, Stunts, & Chars
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Welcome to Pandora! As the newest Vladof 'Loss Prevention Specialists,' you and your fellow Vault Hunters will face bandits, get loot, and maybe save the world!

Based on the top selling video game, Borderlands (Or Borderlands 2... or Borderlands The Pre-Sequel... or Tales From The Borderlands) you and your crew of misfits have taken on work from one of the major gun manufacturers on Pandora, the proud and noble Vladof! Their motto of "Fill The Skies With Lead!" speaks to your core beliefs that shooting people is a rewarding experience.

The characters for this game have been created ahead of time, each one helping fill a niche from the classic Borderlands franchise, while still being unique from the rest. No, we will not have a Siren. However, you can play as a Cunning Hunter (Or Huntress?), a Dashing Gambler with a Heart of Gold, a Battle Hardened Mercenary, a Mysterious Wanderer of the Wastes, or an Inventive Tinkerer!

While we may have crafted their skeletons, it will be up to you (and the New-U stations when you inevitably get killed) to fill out their meaty parts with skills and stats! Fill out your skill trees and use whatever weapons the loot gods deem you worthy to possess...

Yes, that's right! Randomized weapons too! And not just a table with charts and graphs, but a real deck of guns that will be added to (and subtracted from) as you progress! Will you get the Legendary Rocket Launcher, or just another Tediore pistol?

Will you be a tale that Marcus tells to the local children at his shop, or will you be just another bandit for Handsome Jack to slay?

519 The Summer of Our Discontent

Sunday 10 AM in 171 for 8 hours
Room Map
GM: Ron Correll
Type: RPG
System: Buffy the Vampire Slayer
Edition: Eden Studio Unisystem
Players: 6
Provided: All characters provided by GM
Power Level: Between 4th & 5th seasons
Variations: 4th Season Core Chars, Non-show chars as well
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's Summer in Sunnydale and you just saved not only your graduating class but the world as well, from being devoured by the pesky Hellmouth once again. You want nothing more then a summer of sun, fun and relaxation as you prepare to enter the hollowed halls of the college world or in Xander's case, the world of your parent's basement. Surely the Hellmouth will comply and grant your wish, right?

Come and play the Buffy the Vampire, RPG an easy to learn role-playing game that is based on Eden Studio's Unisystem. As you can tell from the title the game takes place in the world of the Buffy the Vampire TV show and as a result will include slayers, vamps, white-hats (non-slayer hero types) and a potential demon or two. Player characters will be provided by the GM and they will be versions of the core characters such as Buffy, Willow and Xander taken from the end of Season Four, before the beginning of Season Five. This year I will also bring along non-show specific versions of the various types of characters found in the Buffy the Vampire Slayer RPG, like a Slayer, Demon-Hunter, Witch, etc, for those players who want to experience the RPG but may not want to play characters from the show itself. So both options will be available for players to choose from.

No experience with the rules are necessary. Eden's Unisystem is easy to learn, very user-friendly and tries to be cinematic in it's presentation of game mechanics. Meaning that in the end the main point of the game is to have fun, slay some evil-doers and be part of a memorable episode of Buffy the Vampire Slayer.

520 We B4 Goblins

Sunday 10 AM in 334 for 6 hours
Room Map
GM: Corwin Beliz
Type: RPG
System: Pathfinder
Players: 4
Provided: All characters provided by GM
Power Level: 0-1st
Rules Knowledge: Useful
Game Content: Mainstream

As whelps of the Licktoad tribe just out of their swaddling cages, the goblins Chuffy, Mogmurch, Poog, and Reta must prove themselves by undergoing a series of challenges, from tying a string to a large spider and shouting insults with hot rocks in their mouths to facing off against a goblin bully and his dimwitted minions. As a final test of their mettle, they must make a dangerous (and smelly) trek to claim a toad from the nearby swamp and present it to the terrifying presence that lurks within the Cave of Darkfear, only after which can they truly call themselves goblins!

But as the goblins return to the Licktoad village, they come across a brightly colored, jingling human carrying a map to a small farm up the river where a family of halflings are celebrating a wedding. The perfect setup for a goblin raid! Will the heroes acquit themselves in the finest goblin fashion by wreaking havoc upon the nuptials? Or will they be bitten by ferocious dogs and smashed by frying pans?

521 Against the Slave Lords

Sunday 10 AM in 374 for 6 hours
Room Map
GM: Chris Rutkowsky
Type: RPG
System: BASH!
Edition: Fantasy: Legends of Steel
Players: 6
Provided: All characters provided by GM
Power Level: 25 pt. heroes
Variations: High Fantasy magic, race; fantasy items added.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Recently, the realm has been raided by slavers. A band of heroes has been dispatched to infiltrate their lair and eliminate this scourge once and for all.
Website: www.bashrpg.com

522 The Last Mission

Sunday 10 AM in the Business Center for 4 hours
Room Map
GM: Tom Vallejos
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 220-250 pts
Variations: minor for player enjoyment
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

April 14, 1945: FDR is dead. While Americans morn, the war continues...
The Western Allies have crossed the Rhine and have encircled nearly 500,000 German soldiers in the Ruhr Valley.
The Russians are about 50 miles from Berlin. Reports say Hitler is in his bunker in Berlin.

As the Third Reich dies, not every supporter has given up. A few keep fighting. Others are trying to escape. Argentina?

Your new assignment is to stop a group of SS personnel from escaping to parts unknown with a superweapon.

531 Thunder Alley

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

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

532 Modern Naval Battles: Global Warfare

Sunday 10 AM on Salon 1 Table 3 for 3 hours
Room Map
GM: Gregory Wong
Type: Card
System: Modern Naval Battles: Global Warfare
Edition: 2008
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Light wargame featuring ships from nine different navies from the Cold war and post-Cold war eras.
Website: www.dvg.com/.sc/ms/dd/ee/49/Modern%20Naval%20Battles%20-%20Global%20Warfare

533 Big Trouble in Little China

Sunday 10 AM on Salon 1 Table 23 for 4 hours
Room Map
GM: Scott Albrecht
Type: Card
System: Big Trouble in Little China
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Become Legendary with the mystical arts seen in the cult hit film Big Trouble in Little China! In the deck-building game Legendary: Big Trouble in Little China, players work their way through the co-op game trying to defeat Lo Pan and the three storms! Play as Jack Burton, Gracie Law, Wang Chi, and even the Pork Chop Express as you play schemes straight from the film.

534 The Red Dragon Inn

Sunday 10 AM on Salon 1 Table 26 for 3 hours
Room Map
GM: Berta Gannon
Type: Card
System: The Red Dragon Inn
Edition: all
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You and your companions have just finished clearing a local monster nest and have lugged all your new loot back to town. Now it's time to celebrate by drinking, gambling and having a grand time in your favorite tavern!

547 A Feast for Odin

Sunday 10 AM on Salon 1 Table 11 for 3 hours
Room Map
GM: Chisholm Gentry
Type: Board
System: A Feast for Odin
Players: 4
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Delve into the world of Vikings and dabble in trading, hunting, raiding, pillaging, plundering, and raiding some more. Build houses, explore new worlds, and every round, have a feast in OdinÕs name. The large variety of actions and occupations guarantees your Notherners long-lasting fun, with each game creating a new world on your player board!

Using the central board, players have to hunt, gather basic materials, refine those materials, develop their production-buildings, build/buy ships, and raid settlements.

The resulting earnings are placed on the players' board in the best possible pattern to produce income and (later) victory points.
Website: www.zmangames.com/uploads/4/7/1/7/47170931/odin_en_rules_v3.pdf

548 Formula D: Star Wars Podracer

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

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

562 Kings of War Tournament!

Sunday 10 AM on Salon GH Table 5-8 for 8 hours
Room Map
GM: Clive Henrick
Type: Fantasy Miniatures
System: Kings of War
Edition: 2nd
Players: 8
Provided: Players provide their own miniatures
Power Level: 2000 pts
Variations: Standard Armies + Uncharted Empires - KOW Tournament Rules 2016
Rules Knowledge: Expected
Game Content: Mainstream

Please join us for a small KOW Tournament. We will be using the Clash of Kings rule modifications ( Flyers can lose fly when disrupted, etc ) and standard KOW Tournament Rules. You will be judge on painting but it is a small part of your overall score.

563 Pickett's Charge, July 3rd, 1863

Sunday 10 AM on Salon FG Table 4-6 for 6 hours
Room Map
GM: James White
Type: Historical Miniatures
System: This Hallowed Ground
Edition: 1.0
Players: 4
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Pickett's Charge is a famous (and futile) action of the Battle of Gettysburg that really needs no introduction. The real question is, will you stand with the blue wall or throw in with the grey horde while it attempts to win an honorable defeat?
Website: jayswargamingmadness.blogspot.com/2016/07/acw-scenario-picketts-charge.html

571 Excalibur Resplendant

Sunday 10 AM in 570 for 8 hours
Room Map
GM Troupe: Ace of Geeks
Type: LARP
System: GM Fiat/Duel of the Fates
Players: 18
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Multi-Universal
Costume Suggestions: Be prepared to costume as ANYTHING

Four years ago, Merlin the Magnificent summoned the greatest swordsmen from many dimensions to engage in glorious battle on his magical airship and discover who was worthy to wield Excalibur. Excalibur was claimed, and peace restored. But as Fall turned to Winter, the last great Cycle ended, and Merlin's time in this world passed. The great wizard's wonderful airship has summoned a new crop of great and powerful warriors - this time, sword mages, who will do battle to determine who shall be the next great Sorcerer.

Demo Take the Gold!

Sunday 10 AM on Hall Table 5 for 3 hours
Room Map
GM: Tucker Smedes
Type: Card
System: Take the Gold!
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Welcome to the high seas, where gold is on everyone's mind! Send Pirates to steal gold coins from other players, or call in the Officers to protect your own. Watch out as the Kraken could strike, wiping out everything you have! Do you have the Captain's favor to help Take the Gold!?

Your goal is to be the first player to get four Gold Coins. Can ye do it, or will the pirates and the Kraken get the best of ye!?

Take the Gold! is a 2-6 player fast-paced draw-and-play 'take that' card game that plays in about 10 minutes.
Website: www.cardlords.com

Drop In COLLABORATIVE SHOWCASE

Sunday 10 AM in Pacific for 8 hours
Room Map
GM: Christopher Allen
Type: Other
System: GM-less Collaborative RPGs
Players: 16
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Not all RPGs need a GM! From XX to YY in Salon A, we will be facilitating at ZZ four-person tables a number of classic and modern gm-less collaborative games, from Fiasco, Microscope, Kingdom, A Penny for your Thoughts, Durance, Okult, Noirlandia, Rise & Fall, Nemesis, Before the Storm, Fall of Magic, It's a Wrap, and more! In addition to 3 shuffled games, drop-ins are also welcome if four wish to play and a table is available. Players may also check out some GM-less games to play elsewhere.

Drop In Army Men: Green vs. Tan

Sunday 10 AM in Salon 2 for 4 hours
Room Map
GM: William Dash
Type: Mixed-Genre Miniatures
System: Fighting Plastic
Players: 4
Provided: All miniatures provided by GM
Variations: House rules/simplifications for young players
Rules Knowledge: Beginners Welcome
Game Content: Family

These aren't mini's, they're toy soldiers, so come and play with them! The heroic Green Army will be fighting against the evil Tan Empire. Each side will be led by two young players, each commanding a squad of soldiers. The rules will be a simplified version of 'Fighting Plastic,' designed specifically for use with plastic toy soldiers. The battlefield will feature awesome toy terrain (rocks, sandbag gun emplacements, barbed wire, trees, you name it). I'll keep each battle under 2 hours in length so that I can run at least two battles during my time block. Prizes will be awarded to the winning army. Seize the day!

Simple vs Crunchy

Sunday, 11:30 AM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Randy Angle, Heather Gunn
Type: Seminar

Two designers talk about how approaches to game mechanics affect the experience for players and GMs. Do you prefer simple rules lite systems? Or do you prefer complicated crunchy systems?

572 Grimm Tales: Cormac's Curse - A 7th Seas Adventure

Sunday 11 AM in Salon AB for 6 hours
Room Map
GM Troupe: Team Volarˇ
Type: LARP
System: L.A.R.P.S. System
Players: 30
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Pirate Fantasy
Costume Suggestions: Any Ren Faire/Pirate; costuming not required

Set in the northern shores of the Highland Marches, along the Bainshe Shoals, there is a small collection of islands just off the coast; it is a place of Glamour and mystery. Ships can dock there, but only by following a strict route in and out, otherwise they crash and sink against the jagged rocks. The location is under the control of the MacCodrum Clan. The clan is rumored to have a long standing relationship with the Sidhe, particularly the Selkies - this gives them access to the best fishing in all the Marches. The current Laird of the Shoals is Bhaltair MacCodrum, a Highlander with an impressive collection of rare archeological objects, rivaling some of the better known collections in Theah'. Recently an object was found washed up (or left there) on the shores; some say it is Syrneth, some say it may of Sidhe origin, still others rumor that it is something fouler - people are calling it the Captive Heart.
The largest shoal house is Ghillie's Hall - a small keep where trade and price negotiations take place following the annual coming of Maab's tide. The Laird is hosting a gathering to discuss business; something his bountiful fisheries make possible. Several emissaries from across Theah' have come to negotiate - some for fishing rights, others for rare objects or more, remember, nothing in the Glamour Isles is what is seems...
Please join us for a 7th Seas LARP, courtesy of Team Volarˇ Productions.

581 Microscope

Sunday 11 AM in Pacific for 3 hours
Room Map
GM: Christopher Allen
Type: Other
System: Microscope
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Microscope (a part of the COLLABORATIVE SHOWCASE) is a gm-less collaborative RPG where you explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon.

You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That's normal in Microscope.

You have vast power to create...and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.

Demo The Manhattan Project: Energy Empire

Sunday 11 AM on Hall Table 2 for 3 hours
Room Map
GM: Tom Jolly & Luke Laurie
Type: Board
System: The Manhattan Project: Energy Empire
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Play with one of the designers of this new, innovative worker-placement, engine building game, recently released by Minion Games. Each player takes control of a nation vying for power in the second half of the 20th century. They build up their nation's industry, commerce, and government by acquiring resources, building structures, and tapping new sources of energy.
Website: /www.boardgamegeek.com/boardgame/176734/manhattan-project-energy-empire

Inventing Language

Sunday, 12:30 PM in Tri Valley 2 for 1.5 hours
Room Map
Presenter(s): Dorothy Heydt & ShadowWalkyr
Type: Seminar

Suggestions for inventing names of characters, places, tech, spells for your game that will look and sound like samples from a real language. A work in progress: questions/ suggestions welcome.

601 Ruby, My Dear

Sunday Noon in 151 for 8 hours
Room Map
GM: Jeff Brain
Type: RPG
System: Dungeons & Dragons 3.5
Players: 6
Provided: Characters may be provided by GM
Power Level: 9th-13th
Variations: Cinematic; Gringold Campaign, some Pathfinder
Rules Knowledge: Useful
Game Content: Mainstream

Gringold campaign continuity for a run made famous at Dundracon in the late 90's or early oughts where adventurers discovered the Source of the River of Sand. This run is related, and takes place about twenty years later.
Website: gringoldcampaign.weebly.com/

602 The Haunting

Sunday Noon in 154 for 4 hours
Room Map
GM: Dave Sokolowski
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Boston, 1925 - Your private investigation company has been hired to investigate why no one wants to rent a run-down house. The money is good, and it seems like a milk run to check out an old property. What can go wrong?

603 Campeones de Mˇxico

Sunday Noon in 338 for 6 hours
Room Map
GM: Vernon Putman
Type: RPG
System: Hero 5th Edition (Champions)
Players: 6
Provided: All characters provided by GM
Power Level: 350 pts
Variations: Superpowered Luchadores
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

What calamity has Doctor Devastaci—n created? And who are the Campeones de Mˇxico going to have to suplex to put things right?

Superpowered luchadores, bringing justice from the top rope!

641 Signs of Carcosa

Sunday Noon on Salon 1 Table 1 for 6 hours
Room Map
GM: Larry Langley
Type: Board
System: Eidritch Horror
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dreamers glimpse lost Carcosa, while madness and corruption spreads across the world as the unnamed one, ŌThe King in Yellow' tears open the veil between worlds. Only a small band of intrepid investigators can stop the dissolution of humanity into a vortex of insanity.

Eldritch Horror is a cooperative game of globe-trotting adventure set against the backdrop of Cthulhu mythos. Investigators must save the world from impending doom. Lost Carcosa is the latest expansion in the series and introduces Hastur, the King in Yellow.

642 Evolution with Climate and Flight

Sunday Noon on Salon 1 Table 2 for 4 hours
Room Map
GM: James Kiefer
Type: Board
System: Evolution
Players: 6
Provided: All materials provided by GM
Variations: Climate and Flight Expansions
Rules Knowledge: Useful
Game Content: Mainstream

Survivial of the Fittest! Can you build creatures that will not only survive but prosper in a world of climate change?

604 Fiasco

Sunday 1 PM in Pacific for 3 hours
Room Map
GM: Christopher Allen
Type: RPG
System: Fiasco
Players: 4
Provided: All materials provided by GM
Variations: choose from a number of playbooks
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Fiasco (part of the COLLABORATIVE SHOWCASE) is a GM-less collaborative game inspired by cinematic tales of small time capers gone disastrously wrong - in films such as Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and The Ice Harvest.

You'll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won't go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.

During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It's like making your own Coen brothers movie, in about the same amount of time it'd take to watch one.

644 Big, Big, Big Galaxy Trucker

Sunday 1 PM in 334 for 3 hours
Room Map
GM: Angelo Sphere
Type: Board
System: Galaxy Trucker
Players: 5
Provided: All materials provided by GM
Variations: All expansions avaiable
Rules Knowledge: Useful
Game Content: Mainstream

Galaxy Trucker is the delightful game of building space ships and hoping they won't blow up. Easy to learn. All ship templates provided including the not-the-Deathstar template!

Blockbuster LARPs

Sunday, 2:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Mark Mensch
Type: Seminar

A new type of LARP is hitting the scene but what are they, what to expect at them and which ones are in the US? Come and find out.

605 Chaos in SouthEast City

Sunday 2 PM in 143 for 8 hours
Room Map
GM: Heather McDonald
Type: RPG
System: BASH!
Edition: Ultimate
Players: 6
Provided: All characters provided by GM
Power Level: 35 character pts
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Panic has arisen in SouthEast City as many people in the more populated districts of the city have gone into mad fits of violent rage. The CDC has swooped in and began to quarantine all who are showing these bizarre 'symptoms.' A team of unusual Superheroes has been assembled to figure out what has happened to their beloved city, only to find that nothing is as it seems and that there is a much bigger plot at play. Will our Heroes learn to trust each other enough to reveal their true powers to one another? Will they overcome their differences and work together to defeat this evil plot? Or will the forces of evil behind this scene succeed in their nefarious plans?

606 Casablanca Chaos

Sunday 2 PM in 145 for 10 hours
Room Map
GM: Morgan Rivers
Type: RPG
System: Dresden Files
Players: 6
Provided: All characters provided by GM
Power Level: Up to your Waist/ modified
Rules Knowledge: Useful
Game Content: Mainstream

It is 1943 in French protected Morocco, Casablanca. Many have gathered here in a desperate attempt to flee Europe. But not you. You are here because you want to be. It may be your home by choice or assignment. You may be here for the scenery and historical sites. You might be here to find someone. Whatever reason has drawn you to this place, will not be the reason you want to leave it.

This is a high octane adventure featuring:

  • The Werewolf PI
  • The Kid Genius Focused Practitioner
  • The Changeling Jinn French Foreign Legion Buddy Cop
  • The Wizard Femme Fatal
  • The True Believer Taxi Driver
  • And the Vanilla Mortal Archaeologist

607 The Black Road

Sunday 2 PM in 147 for 4 hours
Room Map
GM: Tom McVey
Type: RPG
System: Dungeons & Dragons 5th Edition
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Power Level: 1st-4th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Taking a job as a guard for a desert caravan doesn't pay much, but it was the best option for getting out of the dusty armpit of a town you ended up in.

The rumors about goblin and hobgoblins raiding along the Black Road is nothing to worry about. This will be a dull escort gig, no doubt about it...Levels 1-4.

608 Montsegur 1244: Burning For Your Beliefs

Sunday 2 PM in 149 for 6 hours
Room Map
GM: Shannon McNamara
Type: RPG
System: Montsegur 1244: Burning For Your Beliefs
Players: 6
Provided: All characters provided by GM
Power Level: mortals
Variations: Very minor
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Nominated for Best Role Play Game 2010,
Lucca Comics & Games

* * *

Nominated for the 2010
Diana Jones Award

* * *

Game of the Year 2009 on Story Games

What got me about this game was the sheer emotional content. [...] After the game ended, I had to leave and take a long walk to think about what had just happened at the table. It was that kind of intense for me.
--- Chris Bennett

Montsegur 1244 draws from several gaming traditions and serves up a seamless blend of delicious history and tasty hard choices. Playing a doomed Cathar puts an epic and tragic story absolutely front and center, and the game's simple but innovative mechanics relentlessly reinforce the theme. Someone will burn. You will be changed and surprised. This is a great game.
--- Jason Morningstar

* * *

Montsegur 1244 uses actual history to frame a tightly focused game that explores faith, loyalty, and the bonds of kinship. Using the final, brutal siege in the Catholic crusade against the Cathar heresy as a backdrop, players take the roles of true believers trapped in the fortress of Montsegur. As the inevitable endgame draws closer, each player must decide--will their character abandon their faith and recant, or will they burn for what they believe? This single, simple choice drives the entire game.

Montsegur 1244 succeeds brilliantly in evoking the horror and pathos of the doomed Cathars, and combines the best of Nordic and North American roleplaying traditions. The game is carefully structured where it needs to be and completely freeform where it doesn't. Elegant, simple mechanics support play that is often surprisingly emotional. The choices players are presented with are impossible to reconcile. The tangled web of family, love, duty and belief only amplify the difficulty of the decision each must eventually make.
--- 2010 Diana Jones Award nomination
Website: storytellersjem.blogspot.com/2015/11/upcoming-convention-games-for-2016.html

609 Afterparty

Sunday 2 PM in the Business Center for 12 hours
Room Map
GM: Topac Quinteros
Type: RPG
System: Werewolf: The Apocalypse
Edition: 3rd
Players: 10
Provided: Characters may be provided by GM
Power Level: Adren or advanced Fostern
Rules Knowledge: Useful
Game Content: Mature Themes

And so the Caern was raised, corrupted, and then cleansed. Time for the 6-month delayed PARTY! Just where does one go to celebrate though? SAN FRANCISCO!

Chapter 3 in my ROAD TO RUIN saga, deals with furthering truths about everyone's ultimate destiny: their place in the Apocalypse, and how it truly ends. While I have characters from previous games, I have fairly hard set guidelines for newer shapechangers, which don't quite have to be wolves...ask at game, but expect a Garou if you don't get what you want.

For more information, you can email the GM

610 The Littlest Prince

Sunday 2 PM in 608 for 6 hours
Room Map
GM: Roderick Robertson
Type: RPG
System: Pendragon
Players: 6
Provided: All characters provided by GM
Power Level: Knight Bachelor
Variations: Charlemagne
Rules Knowledge: Useful
Game Content: Mainstream

Ah, errantry. Breathing the fresh air of the countryside, seeing new sights, meeting new people, wooing maidens. And the occasional fight to the death...

631 Crazier Eights: Camelot

Sunday 2 PM on Salon 1 Table 3 for 3 hours
Room Map
GM: James Gray
Type: Card
System: Crazier Eights
Edition: Camelot
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A preview of Crazier Eights: Camelot, a gateway fantasy card game that is similar in some ways to Uno, but every card can be played for an effect. The first player to have zero cards in hand wins.

Crazier Eights: Camelot is inspired by the stories of King Arthur. It has King Arthur, Queen Guinevere, the Holy Grail, and more!

This game was designed by James Gray.
Website: www.craziereights.com/

632 Red Dragon Inn (Demo/Learning)

Sunday 2 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Barry Figgins
Type: Card
System: Red Dragon Inn
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The adventure is over, but the party is just getting started! Join us at the Red Dragon Inn for a night of drinking, gambling, and roughhousing until only one adventurer can remain upright. RDI is a quick take-that card game with lots of great art and flavor.

This event is intended for newer players, and I'll be going through the turn structure step-by-step. If you know how to play, I have a session for experienced players later on.

645 Firefly: The Game

Sunday 2 PM on Salon 1 Table 10 for 3 hours
Room Map
GM: Magda Heilborn
Type: Board
System: Firefly: The Game
Players: 6
Provided: All materials provided by GM
Variations: Mr. Universe
Rules Knowledge: Expected
Game Content: Mainstream

Players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job - so long as it pays. Double-dealing employers, heavy-handed Alliance patrols and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse.

646 Dead of Winter: Crossroads

Sunday 2 PM on Salon 1 Table 14 for 4 hours
Room Map
GM: Mike Eckert
Type: Board
System: Dead of Winter
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Dead of Winter is a meta-cooperative psychological survival game. This means the players are working together toward one common victory condition--but for each individual player to achieve victory, they must also complete their personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or worst of all: vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal but don't get walked all over by a loudmouth who's only looking out for their own interests!

647 Mombasa

Sunday 2 PM on Salon 1 Table 15 for 4 hours
Room Map
GM: Scott Kovatch
Type: Board
System: Mombasa
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Pfister Is On Pfire!

Alexander Pfister is on a roll of late. He was the co-designer of the Kennerspiel des Jahres-winning games Broom Service and Isle of Skye.

Mombasa was the winner of the 2016 Deutscher Spiele Preis for best 'gamers' game.' and was also on the 'Recommended' list for the Kennerspiel des Jahres in 2016.

In Mombasa, players acquire shares of chartered companies based in Mombasa, Cape Town, Saint-Louis, and Cairo and propagate trading posts of these companies throughout the African continent in order to earn the most money.

Mombasa features a unique, rotating-display hand-mechanism that drives game play. Each round players choose action cards from their hand, then reveal them simultaneously and carry out the actions. These cards are then placed in a discard pile, and the previously played cards recovered for the subsequent round.

Each company has a double-sided company track, so games will vary quite a lot based on which tracks are revealed and at which companies they are placed.

The game incorporates elements of programmed movement, area control, and card drafting and takes 2.5 hours to play, but with rule explanations, 3 hours is more likely.
Website: /www.boardgamegeek.com/boardgame/172386/mombasa

648 Ogre 6th Edition: Smash the CP!

Sunday 2 PM in 153 for 4 hours
Room Map
GM: Andrew Walters
Type: Board
System: Ogre
Edition: 6th
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Forty years after it all began Ogres are still rolling towards command posts! This is your chance to learn the game, refresh your skills, or beat up on noobs.

661 Relic Knights

Sunday 2 PM on Salon FG Table 1 for 6 hours
Room Map
GM: Kasi Jammeh
Type: Sci-Fi Miniatures
System: Relic Knights
Edition: 1st
Players: 4
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Darkspace Calamity engulfs the universe. Inexorably, it devours galaxies whole, their lights extinguished one by one. Only a single galaxy remains, desperately staving off extinction through the might of its heroes. Relic Knights is your chance to plunge headlong into this epic conflict with your own cadre of powerful champions, to combat the Calamity and determine the fate of the universe!
Website: sodapopminiatures.com/game-relic-knights/

662 How Finland Lost World War II to the Soviets, But Won Peace

Sunday 2 PM on Salon FG Table 2 for 4 hours
Room Map
GM: Peter Bauer
Type: Historical Miniatures
System: Spearhead
Players: 5
Provided: All miniatures provided by GM
Variations: homebrew
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Befuddled Soviet riflemen floundering through deep snow and sub-zero temperatures while they froze to death. Russian tanks and their hapless crews set ablaze by Molotov cocktails.

663 Aerodrome 1.1 - World War I Aerial Combat

Sunday 2 PM on Salon FG Table 7-9 for 4 hours
Room Map
GM: Stan Kubiak
Type: Historical Miniatures
System: Aerodrome 1.1 - World War I Aerial Combat Game
Edition: 1st
Players: 10
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A traditional Bay Area and national convention favorite! Fly colorful scale model WW1 aircraft into combat using simulated wooden 'cockpits.' Easy to learn and play, lots of fun. Up to 10 players per round; rounds last about one hour, run continuously through allotted time. Wings & medals awarded for Victories and Valor! Fun, easy to learn and play! Spouse and female friendly game; players under 15 only with playing adult.

Demo Xcrawl: Destroy All Crawlers

Sunday 2 PM on Hall Table 5 for 4 hours
Room Map
GM: Brendan LaSalle
Type: RPG
System: Dungeon Crawl Classics
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: 3rd
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Xcrawl: Destroy All Crawlers!

Get ready for the game that turns brass dragons green with envy: Xcrawl! Powered by the mighty Dungeon Crawl Classics rules, Xcrawl is the game of live on pay-per-view dungeon crawl madness! This is a play with the creator event.

Cue the montage of dungeon carnage, fabulous prizes, and the Hey Panda Synchronized Kill-Clog Squad! DJ Chaos Panda has come to town, and sheÕs in the mood for blood! This is a Division II full lethal event for 11th level characters. Pathfinder Rules
Website: goodman-games.com/

Drop in Monster Smash

Sunday 2 PM in Salon 2 for 3 hours
Room Map
GM: Donna Livingston-Fitch
Type: Other
System: Monster Smash
Players: 8
Provided: All materials provided by GM
Variations: No tentacles, Shrinking island
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Do you have what it takes to create and control the baddest monster on the board? Use color clay to build your monster and prepare to attack. Dice rolls determine initiative, and accuracy of your monster's weapons. Players must have basic math skills. Game sheet, dice and even a pencil with an eracer is provided by the GM. Children 7 and under need to have an adult Assistant. BEWARE LOSING MONSTER WILL BE SMASHED!!!!

611 It's a Wrap

Sunday 3 PM in Pacific for 3 hours
Room Map
GM: Christopher Allen
Type: RPG
System: It's a Wrap
Edition: playtest
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's a Wrap! (part of the COLLABORATIVE SHOWCASE) is a collaborative game of cinematic storytelling. If you've enjoyed the movies, now you can be in the movies, creating a story one scene at a time! Together you create shared stories by creating a fun and 'safe' space to improvise, to resolve dramatic conflict, and to tell interesting and powerful stories.

Facilitated by the author of the game, Christopher Allen.

633 Resident Evil Deck Building Game

Sunday 3 PM on Salon 1 Table 8 for 4 hours
Room Map
GM: Thomas Hanjes
Type: Card
System: Resident Evil Deck Building Game
Players: 5
Provided: All materials provided by GM
Variations: Some minor house rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Back from last year, the Resident Evil DBG! Explore the mansion, kill the zombies!

664 Battlefleet Gothic: Chaos Breakthrough!

Sunday 3 PM on Salon FG Table 3 for 6 hours
Room Map
GM: Tim DuPertuis
Type: Mixed-Genre Miniatures
System: Battlefleet Gothic
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Battlefleet Gothic is a Warhammer 40K based space combat game. Multi-kilometer long battleships, cruisers and destroyers battle for space supremacy. Come along for the flight and blow some stuff up!

An incoming Chaos fleet has been detected and the Imperial fleet's objective will be to prevent the Chaos fleet from breaking through and advancing on the planet to land its horrific cargoes of Chaos Space Marines and Chaos cultists. There have been rumors of plague outbreaks on planets in nearby systems, so things could get nasty. This game will be a large version of the basic Cruiser Clash scenario. Players will play Chaos or Imperial fleets.

Demo The Manhattan Project: Energy Empire

Sunday 3 PM on Hall Table 2 for 3 hours
Room Map
GM: Luke Laurie & Tom Jolly
Type: Board
System: The Manhattan Project: Energy Empire
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Play with one of the designers of this new, innovative worker-placement, engine building game, recently released by Minion Games. Each player takes control of a nation vying for power in the second half of the 20th century. They build up their nation's industry, commerce, and government by acquiring resources, building structures, and tapping new sources of energy.
Website: /www.boardgamegeek.com/boardgame/176734/manhattan-project-energy-empire

Game Design FUNdamentals

Sunday, 4:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Randy Angle
Type: Seminar
Rules Knowledge: Beginners Welcome
Game Content: Family

35+ year veteran of both tabletop and video game design covers the nitty gritty aspects of finding the fun, brain physiology, iteration, and game loops every game designer should know.

612 The Z-Team Presents: A Force Truce

Sunday 4 PM in 152 for 10 hours
Room Map
GM: Benjamin Neel
Type: RPG
System: Star Wars
Edition: Force & Destiny
Players: 6
Provided: All characters provided by GM
Power Level: Knight Level play
Rules Knowledge: Useful
Game Content: Mature Themes

It is the dawn of the clone wars, and you have just been promoted to Knighthood. Yet your first mission as Jedi Knights drags you away from fighting and into one of the wealthiest and honored sectors of the galaxy to negotiate for the warships the infant Republic Navy desperately needs. The sector is on the eve of an internal war decades overdue, where loss of strength would invite defeat before the battles begun. You represent the Republic Military and Jedi council in a desperate bid to ease tension and forge a peace within the sector during one of their weeks of celebration. Thus Jedi dance on the saber's edge to forge a guise of peace, while deadly words and honored duels; careless opulence and apathetic law; looming war and lust of power; professions of loyalty, and practical espionage all play deadly harmonies.

613 The Cold Hard Truth

Sunday 4 PM in 154 for 8 hours
Room Map
GM: Frank A. Figoni
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Hammerhead, the communication center for the Joint Operations Center Guantanamo Bay Cuba, has gone dark and all other forms of communications from the base have ceased. Fearing a terrorist attack, Delta Force and the 3rd Ranger Quick Reaction Brigade at Fort Benning were dispatched to assess the situation. However, their last communication made little sense and now the CIA has had reports that the Cuban observers on the Cuban side of the base's fence-line have seen strange lights, heard chanting, and caught glimpses of unnatural forms moving around the base at night! Because of this, the Secretary of Defense has activated the 'Specials Squad' the elite unit, dealing specifically with 'paranormal events.' Can the unit find out what's happening on the base before its too late?

614 Sandcrawlin'

Sunday 4 PM in 159 for 8 hours
Room Map
GM: Dovi Anderson
Type: RPG
System: FATE
Edition: Core
Players: 5
Provided: All characters provided by GM
Power Level: Jawa
Variations: Star Wars (prequel free!)
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

A once great Jawa clan must scavenge and swindle their way out of debt before the tracks of their dilapidated Sandcrawler come grinding to a halt. Hijinks and hilarity await!

Game background and PC info in the link below:
Website: /www.dropbox.com/s/d32ome7d0c5mooj/BGOneSheetSandCrawlin.pdf?dl=0

615 Eyes of the Abyss

Sunday 4 PM in 160 for 8 hours
Room Map
GM: Badger McInnes
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: Seasoned, weathered cowpokes
Variations: Wild Weird West era
Rules Knowledge: Useful
Game Content: Mature Themes

Twenty one years ago, you and five others attempted to save the citizenry of Bannack, CA, from a mysterious malady that threatened to destroy the entire town.

You failed. The town burned. The living screamed and bled. Visions and sounds and smells of what happened in Bannack have haunted you ever since.

Now, in 1891, one of the few survivors of that horrifying, scarring night has contacted you. She fears what is happening to Bannack is happening again, in another town she has made her home. Annabelle Chandler begs you to help her once more. Dare you stare into the eyes of the abyss again?

616 The Power of the Lich-King: Final chapter

Sunday 4 PM in 161 for 8 hours
Room Map
GM: Gregory Landon
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: 5th-10th
Variations: house rules
Rules Knowledge: Useful
Game Content: Mainstream

The Power of the Lich-King: The Final Chapter

Over the past 15 years your group has had many adventures retrieving the Lich-king's evil artifacts for Malik the sage and the Circle of light.

You managed to retrieve the last one just as your benefactor the old sage Malik died. But the artifacts were placed in an extra dimensional pocket created by Malik so that evil would never use them again.

It's now been 5 years since Malik passed and you secured the last item, you had thought your adventuring days were over. But now a new power has arisen and started to carve out a new empire. You are summoned by the Circle of Light to appear before the Duke. Could they be wanting you advice or help to stop whatever is leading this new empire before it takes over all of the forgotten realms?

617 Chapter 8: Ten Fold Spiral of the Wu-Lung

Sunday 4 PM in 162 for 8 hours
Room Map
GM: Chris Muoio
Type: RPG
System: Hero 5th Edition (Pulp)
Players: 8
Provided: All characters provided by GM
Power Level: 200 pts + 10 pt bonus
Rules Knowledge: Useful
Game Content: Mainstream

WHAT CAME BEFORE:

Chapter 1 Prelude to a Song, a Dream & Armageddon

Nazis seek to exploit a talented lounge singer,an ancient Zionist ritual and the secrets of Lemuria in their newest bid for world domination.

Chapter 2 What Evils Lurk in Songs Soft Sung

The stone is safe but the girl is missing. Now comes a mad dash across Asia & beyond to rescue her and keep an ancient evil far worse than the Nazis from waking.

Chapter 3 Vengeance of the Jungle Queen

Once again the Freedom Brigade rides forth to do battle with the evil doers of the Pulp Era in this third installment. Last Episode the girl was kept save from ninjas, Nazi's and ancient Zionistic Daemons but the New Nazi allies from deep beneath the sea almost proved the death of our heroes as they raced to rescue a petty thief turned amazonian guide interred on Devil's Island. As all hell broke loose the rescued Meadowden agreed to help the Brigade locate his former eployers expedition lost in the ancient lands of the Lemurians. Now with both the Nazi occultists and their Atlantian allies bent of recovering a terrible secret discovered in the deepest parts of the Amazon, time is against the Brigade as they race down the Amazon with little time to stop these Evils and still return their lounge-singing employer back to her French Debut in time for coffee, champagne and the end of the world as we know it.

Chapter 4 Solice in Sand and Dance

The Brigade makes an unscheduled stop in the pursuit of their Nazi foes as they discover an unholy alliance between east and west in the shifting sands and shifting politics of the great split city of Morocco. Will the Brigade be quick enough to uncover the Nazi plot and the Red Claws political ties before a dark and ancient secret can be unearthed from the depths of the wind swept sands dancing in the dark of the full moon like hidden memories from the deep dark past?

Chapter 5 Trail of the Green Dragon

The Jungle queen is out for blood after Nazi betrayal and the desicration of an ancient site. The plans for which and the third stone are now in the brigades hands but the girl is once again gone. Kidnapped by the shadow ninjas of the Red Claw society. Can the brigade quell the Jungle queens wrath in time to find the girl before all hell breaks loose on earth in the land of the rising sun?

Chapter 6 & 7: Into the Spider's Den


With the fourth stone recovered from the Nazi's and the vile Stavonovich in custody you would think it would be time for rejoicing but Japan still sits on the brink of its own civil war, the brigades employer is still missing and it would seem the Green Dragon and the minions of the Red Claw are drawing a great necromantic power into the heart of Osaka's Hirano Ward. Add to it the giant Japanese spiders known as Kumo, watching over the area posed for who knows what purpose and the Freedom brigade has only 24 hours before a mysterious 'package' arrives from China. Could it be the legendary Wu-Lung artifact called the Scroll of Seasons said to be able to bring on the 'forever winter' into the heart of the Land of the Rising Sun. By the way, what could possibly be behind all those doors?

THE HERE AND NOW:

Chapter 8: Ten Fold Spiral of the Wu-Lung

With a narrow escape from the house of the rising sun with both the girl and the scroll, the Brigade heads to the ancient temple of the Wu-Lung to restore the scroll of seasons to its resting place before Nazi, ninja and something far, far worse gets their hands on the artifact. Only the secret order of the Wu-Lung can restore the balance long enough for the Brigade to get its employer to her long awaiting performance and sing as if there were no tomorrow, for at this rate there just might be.

618 It Wasn't What We Thought Part 1

Sunday 4 PM in 163 for 8 hours
Room Map
GM: Zachary 'Gareth' Morgan
Type: RPG
System: Serenity
Edition: Cortex Classic
Players: 8
Provided: All characters provided by GM
Power Level: Veteran
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You're sitting a bar on Boros having a quiet drink after a job well done when you realize the newscaster on the Cortex screen has cut to static. After several seconds the feed cuts back in and a harried looking woman begins speaking: These are just a few of the images we've recorded... The bar quickly grows silent as everyone turns their attention to the woman on the screen. When she finishes speaking and the static has returned the bar erupts into a torrent of sound as various opinions start to fly around the bar. Some believe the unknown woman, others think it's an exaggeration, while others thing it nothing more than Anti-Alliance propaganda....What do you think?

619 Bring 'Em Back Alive

Sunday 4 PM in 165 for 4 hours
Room Map
GM: Doc Cross
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 6
Provided: All characters provided by GM
Power Level: 3rd
Variations: no
Rules Knowledge: Useful
Game Content: Family

Your employer has decided to stock a private zoo, so now you must go find animals and bring them back alive and unharmed, starting with a mated pair of owlbears.

Game length should let you go out on at least two, and maybe three, hunts.
Website: /dociverse.wordpress.com/

620 The Mechanical City of Ash and Rust

Sunday 4 PM in 166 for 6 hours
Room Map
GM: Joseph 'Bear' Thompson
Type: RPG
System: Project Biomodus
Edition: Pre-Release Playtest.
Players: 5
Provided: Characters may be provided by GM
Variations: Chracter Gen: 600xp, $2K
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Project Biomodus is the First TAPM20 System game, set in a desolate world created by mankind's need to defeat death. Now, some eight centuries later, the world is a mass of scorched concrete husks, breeding grounds for adapted, powerful monsters and the transhuman descendants of humanity; all fighting for the right to exist in a world that is beyond healing.

You will play one of five 'Biomodus' hunters, all living in the city of Oakland in a time when there is nothing but building husks stretching into the sky. Your local Lord Huntress (a Biomodus of some renown), has gone supposedly renegade, although some questions remain unanswered. Your job is to find her, get some answers or make sure she pays for her crimes...

As a Biomodus, you have a completely modular body, capable of superhuman feats, impossible speed and equipped with technology that can turn even armored targets into glowing dust. That being said, the horrors of The Wastes are just as deadly, and through adaptation, cunning and raw power, you will have to fight your way through an unforgiving city, laden with terrifying foes.

Project Biomodus is a recently funded RPG scheduled to release in the latter half of 2017. Bay Area Cons have been a huge area of support for our team, and we want to get involved in as many as possible.

Pregens: Yes, although if you are comfortable with the rules, feel free to create a character. There will be no character generation, as there is a limit on time.'
Website: www.projectbiomodus.com/

621 Knights of Isengard

Sunday 4 PM in 334 for 8 hours
Room Map
GM: Jack Lawson
Type: RPG
System: The Lord of the Rings RPG
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Long before the Fellowship of the Ring, the lands of Middle-earth were kept safe under the watchful eye of the white wizard of Isengard. Heroes have been summoned by Saruman to perform great deeds for the greater good of the people of Middle-earth. Players will be playing heroes of Middle-earth in a period preceding the events of the Hobbit doing a quest for the leader of the council of wizards.

622 Orcs on the Border

Sunday 4 PM in 374 for 8 hours
Room Map
GM: Samuel Horton
Type: RPG
System: Original Dungeons & Dragons
Edition: 2nd
Players: 8
Provided: All characters provided by GM
Power Level: 3rd-5th
Variations: segmented combat
Rules Knowledge: Useful
Game Content: Mainstream

6 months ago the troops from the border town of Safeton were sent to repel orcs from the Pomarj on the southern part of Greyhawk. A camp has been set up to watch the orc tribes who have set up camps which are still inside Greyhawk's territory. They still claim a mine which they say is vital to their tributes to Gruumsh and war chiefs. A group of experienced people are being sent as extra protection if the orcs should attack. You are being sent to maintain the peace, not to start a war. You can defend yourselves if they attack.

634 Munchkin Christmas

Sunday 4 PM in 334 for 3 hours
Room Map
GM: Brian O'Hara
Type: Card
System: Munchkin
Edition: 1st
Players: 6
Provided: All materials provided by GM
Variations: Christmas
Rules Knowledge: Beginners Welcome
Game Content: Family

It's a Munchkin Christmas tradition: Use the Candy Cane and Tannenbomb to fight off the Snow Angels and Holiday Spirits! Spike the Egg Nog to Go Up a Level! Be Naughty or Nice . . . or both at once! Steve Jackson Games.
Website: www.warehouse23.com/products/munchkin-naughty-and-nice

649 Keyflower

Sunday 4 PM on Salon 1 Table 4 for 4 hours
Room Map
GM: Simon Kiefer
Type: Board
System: Keyflower
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Keyflower is a game for 2 to 6 players played over 4 rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a 'home' tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

Ten proven tips for new RPG GMs

Sunday, 5:00 PM in Tri Valley 2 for 1 hours
Room Map
Presenter(s): Scott Vancil
Type: Seminar

Number 2 is my favorite! New to RPGs? Not sure about getting started? Learn 10 easy tips to make your first games easier, better or just improve your overall game.
Website: GMAtLarge.Tumblr.com

665 Battle of the Beasts

Sunday 5 PM on Salon GH Table 1-4 for 6 hours
Room Map
GM: Steve Hagarty
Type: Historical Miniatures
System: Treadheads Tank & Infantry Combat System
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Downloadable PDF with basic explanation of game development and overview of rules and game play. For additional information search 'Treadheads' in Slideshare.

We'll also be using an Augmented Reality app to eliminate the need to access rules during game play.
Website: www.slideshare.net/wolfhag/treadheads-overview

Staying Alive in the Game Publishing Biz

Sunday 6:00 PM in Tri Valley 2 for 1,5 hours
Room Map
Presenter(s): Aldo Ghiozzi, Rick Loomis, Jason Walters
Type: Seminar

Experienced entertainment entrepreneurs give you the lowdown on whether you can make a living in the game business.

701 Goodness in Disguise

Sunday 6 PM in 147 for 8 hours
Room Map
GM: Mark Dailey
Type: RPG
System: Dungeons & Dragons 3.5
Players: 8
Provided: All characters provided by GM
Power Level: 1-3 power levels
Variations: no evils
Rules Knowledge: Useful
Game Content: Mainstream

How willing are you to help some one you dont know, who might be of questionable morals and will possibly get you killed in the process? Oh and if you do succeed you're most likely not going to get anything for it?. Well, now's your chance to find out.

702 The Orcish Brigade XIII: Jurassic Snark

Sunday 6 PM in 164 for 6 hours
Room Map
GM: Arthur Stone Wallis
Type: RPG
System: Orcish Brigade
Edition: 1st & only
Players: 7
Provided: All characters provided by GM
Power Level: Middle/ low end of food chain
Variations: Connell+Crichton+H.G. Wells=Fabulous
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

With the recession finally over, several former Orcish special forces members are offered a job acting as game warden to a private monster preserve. Being monsters themselves, the whole proposition seems almost too good to be true. In the jungle, as in DunDraCon, the most dangerous game is THE ORCISH BRIGADE.

703 The Pyramids of Uranus

Sunday 6 PM in 168 for 6 hours
Room Map
GM: Matt Steele
Type: RPG
System: The Void
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: Wardens
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Your Warden team is dispatched to Uranus to investigate a distress call from a hydrogen miner. The ship's captain claims that pirates took over his ship and he's fighting to gain control. His last garbled message was, 'What the hell? Are those pyramids? There are pyramids on Uranus...'

That's impossible. Uranus' surface isn't actually a surface at all, but a mix of water, ammonia, and methane in a thick liquid form. There can't be pyramids on Uranus.

Void is a gritty hard sci-fi Lovecraftian horror setting where the characters are Wardens, people tasked by the United World Council to to ascertain the newly awakening cosmic threats to human life across our solar system, to learn everything they can about them, fight them wherever they are found, and hide their existence from the public. Mankind has spread throughout our solar system, but there's no FTL travel. In the far reaches of space, help is months away, if it's coming at all.

704 A Blessing and a Curse

Sunday 6 PM in 170 for 6 hours
Room Map
GM: Wayne Ogle
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 6
Provided: All materials provided by GM
Power Level: 3rd
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your village burned to the ground. It's inhabitants have been put to the sword. A handful of you remain, but between pursuing orcs and freezing temperatures, hope is running out.

Although the description might suggest a survival themed game, survival vs the elements and lack of resources is just a backdrop for a classic tale of adventure. Not recommended for pre-teens, this game will feature some intense problem solving and risk balancing. All challenges will not be simply solved by rolling initiative. Nor will combat be dropped for a pure RP or story telling experience.

705 Sour Spring Hollow

Sunday 6 PM in 171 for 6 hours
Room Map
GM: Justin Nelson
Type: RPG
System: Dungeon Crawl Classics
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 0-Level Funnel
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Sour Spring Hollow is a zero-level funnel adventure for use with Dungeon Crawl Classics RPG. The adventure sees the party transported to a shunned vale that was once home to a sinister clan of witches, conjure men, and evil-doers. There, the PCs discover they're trapped outside of normal time and space and must decipher clues to banish a lingering evil and return to their normal world.

706 Representatives on Mission

Sunday 6 PM in Pacific for 8 hours
Room Map
GM: Ezra Denney
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: far too much
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Post revolution France. You are sent to the Vendee to release prisoners & make peace. The locals are reluctant to let some monsters out, but you have your orders...

707 Scales of Conflict

Sunday 6 PM in Salon C for 8 hours
Room Map
GM: Brady Hight
Type: RPG
System: Dungeons & Dragons 5th Edition
Edition: Basic Rules
Players: 6
Provided: All materials provided by GM
Power Level: 3rd
Variations: setting specific bonuses
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

At Far Reach Hold something is amiss.

A Mage Inquisitor and his entourage have gone missing. You are one of many who see opportunity in this mysterious and potentially dangerous situation.

Investigate at your own peril adventurer. Orc Warbands frequent the borderlands and few know what sort of threats lie beyond in the Nation of Ruin. Far Reach itself is filled with a dark strangeness. The Rangers are unappreciative of the new eyes and ears within their halls. And the ones that you have found yourself allied with are a mismatch group whose agendas remain their own.

708 That Infectious Melody

Sunday 6 PM in 338 for 8 hours
Room Map
GM: Daniel Alves
Type: RPG
System: Dark Heresy
Edition: 2nd
Players: 8
Provided: Characters may be provided by GM
Power Level: Starting
Rules Knowledge: Useful
Game Content: Mainstream

Inquisitor Forescythe has disappeared, your mission is to find him. You have no clues, no support and failure is not an option. Just like every mission.

731 Crazier Eights: Camelot

Sunday 6 PM on Salon 1 Table 3 for 3 hours
Room Map
GM: James Gray
Type: Card
System: Crazier Eights
Edition: Camelot
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A preview of Crazier Eights: Camelot, a gateway fantasy card game that is similar in some ways to Uno, but every card can be played for an effect. The first player to have zero cards in hand wins.

Crazier Eights: Camelot is inspired by the stories of King Arthur. It has King Arthur, Queen Guinevere, the Holy Grail, and more!

This game was designed by James Gray.
Website: www.craziereights.com/

732 Red Dragon Inn (Experienced)

Sunday 6 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Barry Figgins
Type: Card
System: Red Dragon Inn
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Expected
Game Content: Mainstream

The adventure is over, but the party is just getting started! Join us at the Red Dragon Inn for a night of drinking, gambling, and roughhousing until only one adventurer can remain upright. RDI is a quick take-that card game with lots of great art and flavor.

This event is intended for players who know the rules, or who have been to the learning session earlier. I'm experienced with running demos for this game, and I'll be available to answer rules questions - and probably correct something you've been playing wrong for years ;)

If you're a new player and this is the only time that works for you, feel free to swing by - I'll still give you a 20-minute demo.

761 The Menaced Phantoms

Sunday 6 PM on Salon FG Table 4 & 5 for 8 hours
Room Map
GM: John Carnahan
Type: Historical Miniatures
System: Check Your 6 -- Jet Age
Players: 8
Provided: All miniatures provided by GM
Variations: house rules emphasize spotting & formation
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Vietnam, May 1972 -- A squadron of F4 Phantoms moves toward what it thinks are friendly aircraft. It's actually the punishing first encounter with the USSR's MiG-19 supersonic dogfighter. 1/144th scale jet age mayhem.
Website: www.skirmishcampaigns.com/cy6/cy6-ja/index.htm

771 Life on Mars

Sunday 6 PM in 508 for 6 hours
Room Map
GM Troupe: Shiny Thing Games
Type: LARP
System: GM Fiat
Players: 15
Variations: Settlement Building
LARP Experience: Useful
Game Content: Mainstream
Genre: Near future sci-fi
Costume Suggestions: Uniforms, jumpsuits, work clothes

Join humanity's greatest adventure, the settlement of a new world. The brave astronauts of Homestead 2 are establishing Mars' first permanent colony using ingenuity, teamwork, and science! Will you blaze the trail for generations of pioneers? Or be forced to return to Earth, vanquished by the red planet?

Players Age 15 and Up.

Demo Dragon Brew

Sunday 6 PM on Hall Table 4 & 5 for 3 hours
Room Map
GM: Daniel A. George
Type: Board
System: Dragon Brew
Edition: 1st
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dragon Brew is a strategic fantasy beer brewing game where you and your friends take on the role of head brewers competing for prizes at the annual Dragon's Keep beer festival. Players build brewery estates, harvest grain, quest for ingredients and brew custom fantastical beers. In order to earn top prize, and the victory points that go along with such prestige, players must adapt their recipes to the ever-changing preferences of the beer festival judges. The winner of the game is the player with the most victory points at the end of three game years.
Website: www.augustgames.com/dragon-brew/

709 Consequences

Sunday 7 PM in 570 for 8 hours
Room Map
GM: Karen Dombek
Type: RPG
System: Star Wars
Edition: Fantasy Flight
Players: 8
Provided: All characters provided by GM
Power Level: Fast Paced - references provided by GM
Variations: Fantasy Flight dice or equivalent
Rules Knowledge: Useful
Game Content: Mainstream

You stole the inquisitor's YT1300.
The 501st doesn't like you - you blew several members down the tunnel with your ship's blast.
Vader is angry with you. Your gunner shot up his Lambda shuttle.
Prince Xisor is mildly approving. You retrieved the 'toy' he wanted - or did you? it was one of two...
The Corellian shipyard helped you swap out your 'Hot' ship for a 'Cold' one. They did it because you rescued a friend of theirs.
Half your contacts are burned...
Where are you going now?

NO previous expereince in this campaign is necessary.

741 Elder Sign

Sunday 7 PM on Salon 1 Table 8 for 3 hours
Room Map
GM: Angelo Martinez
Type: Board
System: Elder Sign
Players: 6
Provided: All materials provided by GM
Variations: expansions available
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

It is 1926, and the museum's exotic curios and occult artifacts open barriers between our world and the elder evils lurking between dimensions. Other Worlds begin to leak through and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of susceptible minds are driven to desperation by the supernatural forces that the portals unleash. In the midst of this chaos, a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever and stop evil Ancient Ones from reducing humanity to cinders.

Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient Ones. Armed with cards for tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.
Website: /www.fantasyflightgames.com/en/products/elder-sign/

Demo The Manhattan Project: Energy Empire

Sunday 7 PM on Hall Table 2 for 3 hours
Room Map
GM: Luke Laurie & Tom Jolly
Type: Board
System: The Manhattan Project: Energy Empire
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Play with one of the designers of this new, innovative worker-placement, engine building game, recently released by Minion Games. Each player takes control of a nation vying for power in the second half of the 20th century. They build up their nation's industry, commerce, and government by acquiring resources, building structures, and tapping new sources of energy.
Website: /www.boardgamegeek.com/boardgame/176734/manhattan-project-energy-empire

710 Google Bus out of Little China

Sunday 8 PM in 149 for 6 hours
Room Map
GM: Andy Wang
Type: RPG
System: Star Wars
Edition: Fantasy Flight
Players: 6
Provided: All characters provided by GM
Power Level: Experienced
Variations: Edge of the Empire Hack
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

STORY:
It is the 15th day of the Chinese New Year, also know as the Lantern Day. Celebrations in San Francisco Chinatown has drawn tourists from the city and beyond. Quiet century old building whispers untold stories and secrets as firecrackers and crowds litter the lantern filled streets with celebration and noise.

The construction work on the new MUNI lines have dug greedily into the earth and awakes an old slumbering foe; With unknown motives, it creeps towards the surface. The modern inhabitants of Chinatown are iPhone wielding tourists, none of the old guards are left to protect innocents from the unknown. A fateful few gathered in Chinatown, some for the celebration, some due to their heritage and others, bound by mysterious fate. But all will have to face the secrets that jumps in the night.

======

SYSTEM:
This will be a test of a house-hack of Fantasy Flight Star Wars: Edge of the Empire system. Which, does use the FFG Star Wars dice. I'll supply them, so you won't need to bring any for the game. The system will be using the FFG mechanics to represent narrative and fast pace action. Players are encouraged to be creative with action sequences to create cinematic martial art sequences and Jackie Chan-esque acrobatic stunts. The hacked FFG mechanics will also encourage story arc progression throughout its actions. Sometimes you don't achieve you goals, but things still happen to your benefit.

Game is set for 6 players, knowledge of SF is for flavour and not necessary. Expect modern day supernatural horror with an Asian bent. Asian zombies need to be punched not shot, so bring your best martial art moves.

=======

FILM INFLUENCES:

  • Big Trouble in Little China
  • Mr. Zombie series
  • Chinese Ghost Story
  • Constantine
  • Dresden Files
  • Asian Horrors

711 Adventures in Laketown

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

Play the world's favorite role playing game in the greatest fantasy setting of all time -- Middle Earth! Answer the call of King Bard at Laketown for adventurers after the Battle of Five Armies.

Pregens will be provided to help new and experienced players adventure in Middle Earth. New players are welcome.

712 Jailbreak!

Sunday 8 PM in Tri Valley 2 for 8 hours
Room Map
GM: Joshua Clark
Type: RPG
System: Unknown Armies
Edition: 3rd
Players: 9
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mature Themes

Four Convicts. Five Hostages. One Gun. A stormy night, a remote farmhouse, and some unexpected visitors. This is the classic 'Jailbreak' scenario, perfect for newcomers and experienced players alike, now updated to Unknown Armies 3rd Edition!

713 Safari on the Island of Doom!

Sunday 8 PM in 165 for 4 hours
Room Map
GM: Todd Furler
Type: RPG
System: Hollow Earth Expedition
Edition: 1.0
Players: 7
Provided: All characters provided by GM
Power Level: Slightly larger than life
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

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

733 Illuminati

Sunday 8 PM on Salon 1 Table 10 for 4 hours
Room Map
GM: Chester Hendrix
Type: Card
System: Illuminati
Edition: Delux
Players: 6
Provided: All materials provided by GM
Variations: Secret
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Secret conspiracies are trying to take over the world. Players take the part of the major conspiracies, and one of them is the Servants of Cthulhu . . . who win by destroying other groups.
Website: www.sjgames.com/illuminati/

714 Adrift on the Dark

Sunday 10 PM in 143 for 4 hours
Room Map
GM: Elizabeth Daggert
Type: RPG
System: Ten Candles
Players: 5
Provided: Characters created for game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It was a relaxing two-day cruise, a quick jaunt out from the island resort, touring the archipelago, marveling at the jungles, birds, and sharks. Sipping drinks at sunset, gasping in awe at the gorgeous, star-studded sky.

But then you watched the stars wink out. The Moon disappeared. The Sun never rose.

And then They came.

The ship has been silent now for ten days. Silent, save for the occasional howl on the wind, and screams quickly silenced. Something went wrong with the engines not long after the darkness descended. Backup energy and emergency lights held out for some time, but then the lights became erratic, fading slowly to nothing.

In the time you've been adrift you watched the lights of the ports flicker out like the stars did. The radios went from panic to static to silence. At one point a few brave souls took a lifeboat and left behind promises to send help. There has been no word.

The dark is where They hunt. You've barricaded yourself into a cabin, huddled with other survivors around the dim light of a dying lantern. You look at each other with haunted eyes. You have each seen things, done things to survive this long.

Just when you were about to speak, to say anything to break the suffocating silence, the engines unexpectedly roar! The ship shudders and heels with renewed purpose as the emergency lights gasp for life. You have no idea of where you're going, or who might be steering. How long do you have before the last power is drained away and the ship plunges completely into darkness? Could you get out a message? Take control and steer for home?

Now is your last chance. It is time to move. Don't lose hope!

And stay in the light.
Website: cavalrygames.com/shop

801 Infinite Crisis at the Edge of Forever

Monday 8 AM in 152 for 8 hours
Room Map
GM: Nathan Hanner
Type: RPG
System: GURPs
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 200+
Variations: Star Trek
Rules Knowledge: Useful
Game Content: Mainstream

Your wing is ordered deep into the Klingon/Kzinti Neutral zone to rescue a ship that was supposedly lost years ago. Starfleet wants the ship secured at all cost.

802 Shards of Shadow

Monday 8 AM in 154 for 8 hours
Room Map
GM: David Guon
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 2nd
Players: 8
Provided: All characters provided by GM
Power Level: 5th, + added proficiencies
Variations: Criticals/Fumbles w/confirmation
Rules Knowledge: Useful
Game Content: Mature Themes

In an abandoned city are three enchanted decanters.
Your job is to find them and return. You even have an idea where in the city to look.
Simple, right?

Now where's the fun in that?

803 Every Silver Lining Has A Touch of Grey

Monday 8 AM in 159 for 8 hours
Room Map
GM: B J Goukler
Type: RPG
System: Hero 5th Edition (Champions)
Edition: Dr. Prof. Rev. Foxbat's H
Players: 7
Provided: All characters provided by GM
Power Level: Super-heroic!
Variations: Some 4th ed & house rules
Rules Knowledge: Useful
Game Content: Mature Themes

If all of the Major Heroes in the world are gone again, well it must be Tuesday in Centennial City. That's right, True Believers, once again the nefarious Scraggies are trying to invade from Dimension Z, Universol the Planet Licker has sent his heralds abroad in the galaxy looking for a good time, and the Outsider has declared a Secret Pool Party for all his best frienemys. This has left the city woefully undefended as a new threat rises from the seedy backstreets to threaten our way of life. What's a mayor to do when all the Heroes of Today are gone?

Well, it's time to dust off that ol' rotary Depend-O-Phone, and send out a call for the Mighty Heroes of Yesteryear! And with a bit of extra Pepsodent to hold in the teeth, the tightening of a support girdle, and a mighty High-Ho-whatshisname, our forces spring slowly into action. The only question left is: Where's my Super-Suit?

Join the likes of Mr. Dependable, the Early Bird, Hot Flash, Speed Walker, and others as they work to remember how to save the city they love, all before the 3pm dinner special at Denny's. Today we shall feel young again, today is the return of our Golden Years. Today is the Rise of the Geri-Activists!

804 Bad Water

Monday 8 AM in 160 for 8 hours
Room Map
GM: Adam Johnson
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 6
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Useful
Game Content: Mainstream

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

805 Z-Team Presents: Rogue Trader

Monday 8 AM in 161 for 8 hours
Room Map
GM: Adam Bredt
Type: RPG
System: Rogue Trader
Players: 8
Provided: All characters provided by GM
Power Level: Rank 2
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It is the 41st Millennium. For more than a hundred centuries The Emperor has sat immobile on the Golden Throne of Earth. He is the Master of Mankind by the faith of his citizens and master of a million worlds by the might of his inexhaustible armies. Yet he is no more than a pale body writhing invisibly with power harnessed by the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets patrol the His stars and the maze of semi-stable warp routes between them. Vast armies give battle in his names across uncounted worlds. Priests, inquisitors and arbiters monitor and police the innumerable citizens under his rule. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants and worse.

To be a man in such times is to be one amongst untold billions. It is to live on worlds where an iron fisted regime is all that stands between humanity and annihilation. It is a galaxy where the individual is sacrificed to the war machine of survival. Yet you are not just any individual - you are an Explorer on a Rogue Trader ship with authority and freedom far beyond the comprehension of the masses. Empowered by an ancient warrant of trade and a warp-capable ship, you will venture into the uncharted voids, discovering new worlds, lost civilizations, and bizarre alien technology. Fortune and glory are within reach, for Rogue Traders stand on the threshold of unlimited opportunity and unmeasurable dangers.

As a Rogue Trader and peer of the Imperium you are cordially invited by the Damaris's governor to attend his evening gala and as it is both socially required and your first chance after months of sail, you welcomely attend. But even as you drain your first glass, a strange signal crawls from the void speaking to legends of danger, wealth and fame. What will ambitious ears do when they hear the mystery's siren call.

Set in the Warhammer 40k universe, Rogue Trader is a game that moves out of the mold and comfort zone of most RPGs by giving even the most inexperienced of starting players incredible wealth (on the order of a major corporation) and power (at least several thousand men, just to crew their vessel) and then challenging them to seize opportunities and confront dangers on a similar scale. Come enjoy the game, neither familiarity with the system or the 40k universe is nessisary.

806 The Star Tower of Vekheen (Part I)

Monday 8 AM in 162 for 8 hours
Room Map
GM: Robert Anderson
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 15th, & Mythic 4
Variations: Mythic
Rules Knowledge: Useful
Game Content: Mainstream

Character Creation: 44 Point Buy; Starting gold 500,000 gp

Owned by the Dragon Raskineya - Can you Free the Star Tower, Defeat the Dragon, and Free what is left of the Maimed Legion, before Rovagug can be freed or Sarenrae's faith destroyed?

Being a void dragon, Raskineya was not able to resist the allure of the void and in time, the void shattered her mind, driving her quickly to violence and destruction. The void's madness caused her to seek different planets of Golarion's solar system, to sate her hunger before fleeing back to the stars and plotting her next meal. This insatiable hunger is what brought her to the attention of the cult of Rovagug. Priests of the Rough Beast are known to enslave powerful creatures to do their bidding for their imprisoned god and Raskineya's savagery and madness made her a prospect the priests could not pass up. The priests prayed to the stars, whispering promises of blood to the dragon to lead her into their waiting clutches. Under the void's madness, she was no match for the cunning priests, and soon she was subdued, shackled, and locked in a cavern hidden deep within the earth. Raskineya fought against her chains at first, longing to once again fly to the stars and rid herself of the bonds. Yet the priests' prayers had not been wrong when they promised her blood. She was given plentiful sacrifices and hunting grounds to feed within her prison. As the priests fed Raskineya, the dragon not only grew stronger and more focused, but also found began to understand the teachings of Rovagug. Raskineya, twisted with the void's corruption believed Rovagug's teachings as a blessing to the world. As well, if she could release her god, she could at long last have vengeance upon this existence, and upon the nameless ones who drew her here. All that would be left in his wake would be emptiness, and to nothingness her heart longed to return. With her new-found sense of purpose, Raskineya turned upon her priest-captors. Her mind intact for the first time in centuries, she quickly overpowered them. From them she learned of a prophecy, set down by the oracles of the Brimstone Haruspex, that a dark comet would herald the return of GormuzŃthe first and most powerfu! of Rovagug's spawn who would in turn unleash the Rough Beast himself. Raskineya saw herself as this dark comet, and demanded all those who address her to call her by that name.

In the years since her ascension from her underground prison, Raskineya scoured the globe looking for the Star Towers artifacts created by the pantheon to strengthen her god's prison. The dragon was certain that if she could locate the first of these towers and destroy it, the rest will fall quickly, weakening the foundations of the godly prison enough to allow Rovagug's escape. She moved from Star Tower to Star Tower, searching for clues as to the location of the original. She last conquered the Star Tower of Vekheen, conquering a paladin of Sarenrae named Dazma and her army that defended it. Raskineya vanquished Dazma and her army by dragging meteors from the sky to drop on the Sarenites. Those who survived the initial bombardment were savaged by akatas carried within the meteors, leaving the remainder easy pickings for the dragon. Though it seemed she was getting closer to her goal, Raskineya's actions became unpredictable as her desire of her god overtook her. Just as she conquered the Star Tower of Vekheen, she heard a pressing call she believed came from her god, himself. She scorched the sky to the Pit of Gormuz, where she made a den in the Crater of Carnal Joining in anticipation of his arrival. There she waits, doing anything she can to attract his attention. She brought with her the Sarenite survivors of the raid on the Star Tower, who she keeps alive as subjects for her rites. Once noble soldiers, they are now maimed and driven mad, kept in perpetual darkness within a small cave in RaskineyaÕs lair. The warriors of the Maimed Legion, as she calls them, see light only when they are being tortured.

Items recently found to tip the balance in favor of Evil...
The Stone of Faith is an artifact to use against a Deity once and once is enough.

808 Purge the Unclean!

Monday 8 AM in 165 for 8 hours
Room Map
GM: Aaron Johnson
Type: RPG
System: Warhammer 40K: Deathwatch
Edition: 1.1
Players: 10
Provided: All characters provided by GM
Power Level: Rank 2-3
Variations: Core, Living Errata, House Rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Killteam Doomus is needed to purge a Space Hulk from some chaos marines before they can salvage a ship. Arm yourselves well brothers.

809 Cat's in the Cradle and the Silver Spoon

Monday 8 AM in 570 for 8 hours
Room Map
GM: Alisha Walton
Type: RPG
System: Changeling: The Dreaming
Edition: 2nd
Players: 10
Provided: All characters provided by GM
Variations: some house rules
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Life on the run has been tough for the motley. Plans have been made, but will they be foiled by the past catching up?

881 The Monks of Peace

Monday 8 AM in 164 for 8 hours
Room Map
GM: Jonah Johnson
Type: Other
System: Battlestations
Edition: 2nd
Players: 9
Provided: All characters provided by GM
Power Level: Ranks 1-6
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You have been called to negotiate a deal between a planet of monks and the U.E.R.F. I hope you have your brown pants...no, I mean red shirt. Maybe both?

842 Star Trek Double Feature: 5-year Mission and Panic!

Monday 9 AM on Salon 1 Table 1 for 4 hours
Room Map
GM: Thomas Crawford
Type: Board
System: Star Trek Five Year Mission and Star Trek Panic!
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Two cooperative Star Trek themed games, one played right after the other. In both games players can play crew members from the original Star Trek (but 5 Year Mission lets you play those from Next Generation series). Each member has a different ability and players try to solve missions and other challenges. Failure to cooperate leads to the Enterprise being destroyed!

810 Delirium Tremens

Monday 10 AM in 143 for 6 hours
Room Map
GM: Patrick Riley
Type: RPG
System: Fudge
Players: 6
Provided: All characters provided by GM
Variations: Corruption
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

After the night of their lives, the world of six teenagers turns inside out and brings them face-to-face with hidden horrors lurking on the edges of reality and inside themselves.

811 Dresden Files: Breaking Badlands Part II

Monday 10 AM in 145 for 4 hours
Room Map
GM: Greg Haslam
Type: RPG
System: Hero 5th Edition (Pulp)
Players: 8
Provided: All characters provided by GM
Power Level: Friends of Harry
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Harry's friends (Warden, Troll, St. Giles, Cop, etc.) continue their investigation into the Anasazi threat and the mysterious adversary Red Cloak. Dresden knowledge useful, but not necessary.

It all started when the Warden Esteban received the following letter from one of Harry's friends:

Mi Amigo Esteban,

I am sorry to write to you in such a clandestine manner, but I don't know where else to turn. I feel my life is in danger and would like to call in a favor or two. You might ask yourself why I am reaching out to you in particular and for that I need to start at the beginning.

Our mutual friend Harry asked me to look into the creatures by the name Naagloshii after his encounter with them a couple years back. So Teresa and I relocated to Snowflake Arizona to begin my research into Navajo folklore and in particular the Pueblo civilization. I made some fascinating discoveries which I can tell you more about when we meet, but in short the Naagloshii date back to the time of the Anasazi, or as the Pueblo people called them the ancient ones. There is another term for the Anasazi that is less commonly used and that is ancient evil.

The White Council and more specifically Listens-to-Winds believe that the Naagloshii are all but extinct and that Shagnasty as Harry refers to the creature that he encountered is the last of his kind. My recent discoveries here have led me to believe that this may not be the case.

I have sent my findings to Captain Luccio to warn her of the potential threat posed by the Anasazi and in return I was ordered to silence concerning my findings and that the Captain would personally take charge of matters.

The day after I sent my findings to Captain Luccio I noticed a change in Teresa. She has been acting a bit strange and has shown a new and vigorous interest in my research. To be perfectly honest with you I am scared and afraid of what this could mean.

I understand that you have a team of 'off the book' freelancers that you used to clean up the zombie mess in Louisiana. I implore you to bring your team out here to my residence to help me unravel the secrets of the Anasazi before it is too late.

In urgent need,

Jean Jacques de Morgan

Esteban assembled a team of former associates of Harry Dresden (May he rest in peace - as the events take place during Ghost Story) to investigate the brutal death of Jack Morgan and his wife.

They uncovered a plot by a disciple of Kemmler with the aid of a Naagloshii to bring back to life three imprisoned Naagloshii spirits in the Pueblo caves of Arizona.

The heroes prevented the ritual to free the trapped Naagloshii spirits, killed the Naagloshii on site and chased off the disciple of Kemmler.

However evil necromancers always have a back-up plan...

812 Sailors on the Starless Sea

Monday 10 AM in 147 for 6 hours
Room Map
GM: Kasi Jammeh
Type: RPG
System: Dungeon Crawl Classics
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: Zero
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Since time immemorial you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by the folk of your hamlet.

But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secrets of Chaos are yours to unearth, but at what cost to sanity or soul?

An introductory adventure for the Dungeon Crawl Classics Roleplaying Game, Sailors on the Starless Sea pits a mob of 0-level adventurers against the legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, the characters discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure!
Website: goodman-games.com/store/product/dungeon-crawl-classics-67-sailors-on-the-starless-sea-2/

813 A Slight Accounting Error

Monday 10 AM in 149 for 6 hours
Room Map
GM: Jeff Yin
Type: RPG
System: Through the Breach
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Fated are hired to investigate a shortfall in the Soulstone shipments. Through the Breach is a game of Victorian Horror/Steampunk set in Malifaux.

814 Summertime Sadness

Monday 10 AM in 151 for 6 hours
Room Map
GM: Michael Garcia
Type: RPG
System: Golden Sky Stories
Players: 5
Provided: Characters created for game
Power Level: Shapeshifting Benevolent Animal Spirits
Rules Knowledge: Beginners Welcome
Game Content: Family

It's summer time and the village hasn't seen rain in months. The streams are drying up and without them the children have no place to escape the heat and the fisherman have nothing to catch. Worse yet, the farmers fear that all their crops will die if relief doesn't come soon. At the local shrine villager pray for rain and you being henge (adorable animal spirits that can take human form) feel obliged to answer those prayers anyway you can.

Golden Sky Stories is a heartwarming, non-violent role-playing game that's great fun for all ages. It takes place in a small town in rural Japan, and players take on the role of henge (pronounced hen-gay, like a chicken that's happy), animals with just a little magical power, including the ability to temporarily take human form. They do not fight great battles or unearth valuable treasures though; Golden Sky Stories adventures are all about helping others and becoming friends

843 Firefly: Into the Big Black

Monday 10 AM on Salon 1 Table 10 for 6 hours
Room Map
GM: Mike Hutchinson
Type: Board
System: Firefly: The Game
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Expected
Game Content: Very Complex

Find a crew. Find a job. Keep flying. Come and be a Captain in Joss Whedon's Firefly universe. You can evade the Alliance and run from the Reavers while you try to keep your crew paid and keep your ship fueled up and in one piece.

Knowledge of the Firefly TV show and Serenity movie is helpful, but not necessary.

This will be a six player game, with me as the sixth player. The scenario we will run is TBD. I have written several (quite complex) 'homebrew' scenarios myself, and we might be playing one of those. It depends on how many experienced players we get. I also have a few small 'house rules' to keep the game friendly.

I will be using the Whole Damn 'Verse playmat, so Blue Sun, Kalidasa, and Breakin' Atmo will definitely be included. Some elements of Pirates & Bounty Hunters may be included. But I never allow Piracy jobs in any of my games. So if that's your thing, look elsewhere.

Rules knowledge preferred. Mature players preferred.

844 Thebes

Monday 10 AM on Salon 1 Table 13 for 3 hours
Room Map
GM: Shannon McNamara
Type: Board
System: Thebes
Players: 3
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Thebes is a game of competitive archeology. Players are archaeologists who must travel around Europe, northern Africa, and the Middle East to acquire knowledge about five ancient civilizations -- the Greeks, the Cretans, the Egyptians, the Palestinians, and the Mesopotamians -- and then must use this knowledge to excavate historical sites in the areas of these civilizations. Through the course of the game, expositions are revealed, and an archaeologist who has treasures from the requisite civilizations may claim the prize (this is a change from the first edition's handling of exhibitions). The archaeologist who learns the most about the civilizations, claims the greatest-valued artifacts, and collects the most exhibitions will win out over his or her colleagues.
Website: /boardgamegeek.com/boardgame/30869/thebes

Demo Dungeon Crawl Classics: Inn At Five Points

Monday 10 AM on Hall Table 5 for 4 hours
Room Map
GM: Brendan LaSalle
Type: RPG
System: Dungeon Crawl Classics
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: 2nd
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

DCC: The Inn at Five Points

You're no hero. You're an adventurer; a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them...

After a rough convention full of strife, travail, and stress, why not relax at the Inn at Five Points? Have a bowl of Hunter's stew, a cold ale, and a loaf of Quendy's famous rosemary bread. What have you got to worry about? Everything is going to be just fine. Just...fine...

Level 2 characters provided.
Website: goodman-games.com/

861 Battles on Hoth, Playtest

Monday 11 AM on Hall Table 1-3 for 4 hours
Room Map
GM: Gregory Wong
Type: Sci-Fi Miniatures
System: Memoir '44
Players: 6
Provided: All miniatures provided by GM
Variations: SW'44, home-brew variant
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This is a Star Wars themed variant of Memoir '44 depicting battles on Hoth. This is a playtest session, so there may be a few issues to be worked out. Three two-player games will be run in parallel.
Website: /www.boardgamegeek.com/boardgame/10630/memoir-44

Tatting for the Novice

Monday Noon in Tri Valley 2 for 2 hours
Room Map
Presenter(s): Donnamarie Fuller
Type: Seminar

Tatting combines knots, stitches and picots to create a strong lace suitable for fishing nets and fine ball gowns. Learn the basic technique.

All materials will be provided.

845 Shadows over Camelot

Monday 1 PM on Salon 1 Table 13 for 3 hours
Room Map
GM: Shannon McNamara
Type: Board
System: Shadows over Camelot
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Shadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3-7 players.

Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.
Website: /boardgamegeek.com/boardgame/15062/shadows-over-camelot