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Event Search Results

5 events found
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   Event type: Kid's Room Events
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   Day: Any Day

DROP IN Kids Game Day

Only available via On-line Pre-registration
Saturday 10 AM in Salon 2 for 4 hours
Room Map
GM: William Dash
Type: Other
System: multiple games
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

MAGIC LABYRINTH
- A quick and fun game for 2-4 magicians ages 6 and up. Explore the Magic Labyrinth and try to find the Wizard's gold hidden inside. Watch out for the invisible walls!

AZTACK
- For 2-4 builders ages 7 and up. Stack domino-like tiles to build an Aztec temple in the middle of the jungle.

ZOMBIE DICE
- Zombies have more fun! For 2-4 zombies ages 10 and up. First zombie to 13 brains wins. Braaaaains...

DINO HUNT DICE
- Is Zombie Dice too intense for your little warrior? Try Dino Dice. Find the dinosaurs hiding in the jungle, but watch out or you'll get stomped! Very easy to learn. For 2-4 hunters ages 5 and up.

MUNCHKIN WONDERLAND
- Lewis Carroll's classic gets the Munchkin treatment!! Race around Wonderland playing as Alice or the White Rabbit. Battle the Queens after eating SnickerSnacks. Don't worry about the Jabberwock, you're just here for the loot! Grab as much as you can before the Red Queen finds out or it's OFF WITH YOUR HEAD!!! For 2-6 Mad Hatters ages 6 and up.

THE ALLOWANCE GAME
- Let's try something different this year. Move your token around the board trying to collect as much money as you can doing things like mowing the lawn and babysitting, while not spending it all on movies and buying toys. Run out of money and you're out! Last player standing gets a prize. More fun than it sounds! For 2-4 money-grubbers ages 6 and up.

RING-A-THING
- For three players ages 1-1/2 and up. If your little gamers can throw a D6, then they can play this game. No numbers. Roll a colored D6 and stack up colored rings on your figure.

DROP IN The Winged Monkeys of Oz

Only available via On-line Pre-registration
Saturday Noon in Salon 2 for 4 hours
Room Map
GM: F. Douglas Wall
Type: RPG
System: Adventures in Oz
Edition: 1st
Players: 6
Provided: All characters provided by GM
Variations: beginning
Rules Knowledge: Beginners Welcome
Game Content: Family

Everything is in order for a celebration in the Emerald City. ThereÕs not a cloud in the sky...Wait a minute! Is that a flock of birds? No, itÕs Winged Monkeys!

DROP IN Beyond the Door to Monster Mountain

Only available via On-line Pre-registration
Sunday 10 AM in Salon 2 for 4 hours
Room Map
GM: Thom Hall
Type: RPG
System: Original Dungeons & Dragons
Edition: Holmes Basic (1977)
Players: 6
Provided: Characters created for game
Power Level: 1st
Rules Knowledge: Beginners Welcome
Game Content: Family

Come celebrate 40 years of Holmes Basic D&D with Beyond the Door to Monster Mountain! All materials provided.

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....

DROP IN From Dusk 'til Dawn

Only available via On-line Pre-registration
Sunday 11 AM in Salon 2 for 4 hours
Room Map
GM: William Dash
Type: Fantasy Miniatures
System: MageKnight Dungeons
Edition: 1.0
Players: 4
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your weary band of adventurers are returning from their latest dungeon crawl, laden with swag. You lost a few friends down below, but the haul was good and everyone knew the risks going in.
- It's getting close to sunset. You've heard rumors about this region: evil monsters come out after dark to prey on unsuspecting travelers. You decide to make camp by some old ruins at a crossroads.
You nervously survey the area in the fading light. 'Yeah, these look...okay'. You tell your compatriots to make camp quickly, gather what firewood can be found and get a fire going while there's still some light.
- By the time camp is set up it's about 8pm and full dark. The campfire is burning brightly. It's warmth and light give you hope: maybe it'll be enough to keep the nasties away. Everyone is tired, but you'd better post a watch if you expect to see the morning...
- This will be a basic MageKnight Dungeons scenario but played outside. Try to keep your swag (and your head) while fighting off ravenous monsters with a taste for gold and human flesh. Don't let that fire go out! As always we'll be playing for real treasure. But unlike previous years, you're already carrying your treasure at the start. The trick will be staying alive until dawn.
- We'll play this as a turn-based scenario. Make it to dawn (end of Turn 10) alive and you win, even if you're Demoralized and nearly dead. Fight to keep your gold and your head until the golden light of dawn sends the baddies back into hiding. Join the fracas!
- Your weary band of adventurers are returning from their latest dungeon crawl, laden with swag. You lost a few friends down below, but the haul was good and everyone knew the risks going in.
- It's getting close to sunset. You've heard rumors about this region: evil monsters come out after dark to prey on unsuspecting travelers. You decide to make camp by some old ruins at a crossroads.
- You nervously survey the area in the fading light. 'Yeah, these look...okay'. You tell your compatriots to make camp quickly, gather what firewood can be found and get a fire going while there's still some light.
- By the time camp is set up it's about 8pm and full dark. The campfire is burning brightly. It's warmth and light give you hope: maybe it'll be enough to keep the nasties away. Everyone is tired, but you'd better post a watch if you expect to see the morning...
- This will be a basic MageKnight Dungeons scenario but played outside. Try to keep your swag (and your head) while fighting off ravenous monsters with a taste for gold and human flesh. Don't let that fire go out! As always we'll be playing for real treasure. But unlike previous years, you're already carrying your treasure at the start. The trick will be staying alive until dawn.
- We'll play this as a turn-based scenario. Make it to dawn (end of Turn 10) alive and you win, even if you're Demoralized and nearly dead. Fight to keep your gold and your head until the golden light of dawn sends the baddies back into hiding. Join the fracas!

DROP IN Beyond the Door to Monster Mountain

Only available via On-line Pre-registration
Sunday 2 PM in Salon 2 for 4 hours
Room Map
GM: Thom Hall
Type: RPG
System: Original Dungeons & Dragons
Edition: Holmes Basic (1977)
Players: 6
Provided: Characters created for game
Power Level: 1st
Rules Knowledge: Beginners Welcome
Game Content: Family

Come celebrate 40 years of Holmes Basic D&D with Beyond the Door to Monster Mountain! All materials provided.

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....