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DDC 49
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DDC 48

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Event Search Results

50 events found
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200 Steamy Steamy Bang Bang!

Saturday 8 AM in 132 for 8 Hours
GM: Nathan A Hanner
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 300pt
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's 1888, and the frontier roars with steam, sorcery, and high stakes! Hired by JP Morgan and Tesla, you're aboard a state-of-the-art train racing Rockefeller and Edison's alchemical blimp. The finish line? A prestigious Royal Contract from Queen Victoria herself. But in this age of innovation and intrigue, the road to victory is never smooth... are you ready to face the unknown and claim the ultimate prize?

201 Something Paranoia Something

Saturday 8 AM in 134 for 6 Hours
GM: Alan Alexander
Type: RPG
System: Paranoia
Players: 6
Provided: Characters created for game
Power Level: Starting Red Level Characters
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Welcome to your new life as a Trouble Shooter for Alpha Complex. Sure you are completely untrained, but that's okay! That's why the Computer gave you six clone bodies in case of ... unfortunate developments. Good luck!

202 Will the real Captain Sean O'Donahue please stand up? Mythos Trek

Saturday 8 AM in 136 for 8 Hours
GM: Whitney Lee Preston
Type: RPG
System: Basic Roleplaying
Edition: classic
Players: 7
Provided: All characters provided by GM
Variations: Slight for player enjoyment
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Mythos Trek - These are the Voyages of the Starship USS Constitution. Its Mission-(RESTRICTED) Role Play the Crew. Roll some dice. Have some fun. Please.

203 DRAGONLANCE: Dragons of Autumn

Saturday 8 AM in 137 for 8 Hours
GM: Stephanie Carter
Type: RPG
System: D&D
Edition: 5e
Players: 7
Provided: All characters provided by GM
Variations: Tasha's, Xanathar's
Rules Knowledge: Expected
Game Content: Mainstream

The Great Cataclysm befell the world of Krynn some 300 years ago, and the gods have been silent since, ushering in an age of strife and suffering for mortals. Dragons have been lost far longer, now considered mere legend and fairytales. But the gods never cease their divine machinations, and long-awaited plans have been set in motion. Rumors abound of an army massing in the east, whispered warnings and dark tidings spreading like a plague. The Innfellows of Solace gather at the Inn of the Last Home after five years apart, as yet ignorant that their destinies intertwine with that of Krynn itself? A heavily revised, fast-paced, terrain-rich experience based mostly on the book, playing as Caramon, Raistlin, Tasslehoff, Tanis, and the rest of the Heroes of the Lance.

204 The Celestial Algorithm

Saturday 8 AM in 138 for 6 Hours
GM: Walter Manbeck
Type: RPG
System: Star Trek Adventures
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The crew of the Constitution-class U.S.S. Challenger (NCC-2023) have a mission at the edge of Federation space to investigate the appearance of a massive artifact that has appeared out of a wormhole.

205 Scooby-Do vs…Cthulu?!?

Saturday 8 AM in 139 for 4 Hours
GM: William Huet
Type: RPG
System: Savage Worlds
Players: 6
Provided: All characters provided by GM
Power Level: Pre-genereated
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Famous occultist Augustine Derleth has approached the Scooby Gang regarding some mysterious activities aboard the steamship Coolidge. Passengers have disappeared, the ship doesn?t appear to use any fuel and strange thumping sounds have been heard below decks. Derleth has booked passage for the entire gang and needs their expertise to solve these mysteries. What the gang doesn?t know is that terrible and eldrich forces are at work and nightmare creatures beyond all reasoning threaten not only life and limb but sanity and even reality itself! Don?t be fooled by the cartoonish origins?this is deadly serious! So get Velma a spare pair of glasses, make sure Fred?s ascot is freshly pressed, and pile up those Scooby Snacks because you?re going to need them! New players are welcome!

206 Mire's Edge

Saturday 8 AM in 140 for 4 Hours
GM: Scott Grimberg
Type: RPG
System: D&D
Edition: 5e
Players: 6
Provided: All characters provided by GM
Power Level: 2nd
Rules Knowledge: Beginners Welcome
Game Content: Family

The swamp stinks, but worse! Something(s) are prowling around out there and there is a pesky band of unusually bold kobolds causing havoc. Can you help?

207 The Adventure of the Sword Tournament

Saturday 8 AM in 142 for 4 Hours
GM: Brian Chumney
Type: RPG
System: Pendragon
Edition: 6th
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The year is 510. The cold, gray, leaden skies of winter mirror the mood of the land. None have worn the crown of Logres since the death of King Uther fifteen years ago. All of Britain suffers under the depredations of rapacious, ambitious barons and opportunistic raiders. You and your fellow Player-knights will join a nameless, backcountry squire who quite unexpectedly finds himself carrying the weight of an entire realm on his shoulders. As landless knights, the characters are presented with a golden opportunity to back the so-called Boy King against the warlords who would crush him in their mad quest for power. This is a tutorial scenario meant not only to teach everyone the rules of the game but also familiarize them with the world of King Arthur, which is often quite unlike our received understanding of medieval life as depicted in contemporary fiction, visual media, and other role-playing games.

208 Saving Dr. Mensa

Saturday 8 AM in 143 for 8 Hours
GM: David Rakonitz
Type: RPG
System: Hero (Champions)
Edition: 4th
Players: 6
Provided: Characters may be provided by GM
Power Level: Max 60 point attacks, Max PD 33/ ED 33
Variations: w/some 5th Edition
Rules Knowledge: Useful
Game Content: Mainstream

Dr. Mensa, a superhero genius, has previously helped you. Now, he needs your help because his luck has run out. Sinister forces are in pursuit. But . . . why now? Save him, if you can, and solve the mystery.

209 Boring Caravan Duty

Saturday 8 AM in 144 for 8 Hours
GM: Thomas Foti
Type: RPG
System: Pathfinder
Edition: 1st
Players: 5
Provided: Players provide their own characters
Power Level: 8th
Rules Knowledge: Useful
Game Content: Mature Themes

Your characters have been charged with escorting a caravan through dangerous territory. The caravan master has promised you a bonus if you can see them all through to Woodhaven in a weeks time. Character death possible!! No Gun slingers, summoners. PFS legal only 20 Pt buy, $20K starting wealth, No Individual item over $4K

210 Cosmic Kinetoscope

Saturday 8 AM in 145 for 4 Hours
GM: Jason Martinez
Type: RPG
System: Trail of Cthulhu
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: Beginning
Variations: Using 2nd edition rules adapted to modern day
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A team of academic ghost hunters and their students investigate a series of local legends and weird events. When they look into strange happenings at a renovated movie theater, they find the stirrings of a long dormant cult and a ritual to open more than eyes. Can they use their wits to unravel the mysteries and stop terrible things from coming to pass? Or will they become mind shattered victims?

211 Alien: Sabotage

Saturday 8 AM in 146 for 6 Hours
GM: William Pace
Type: RPG
System: Universe: The Sci-Fi RPG
Edition: 1st
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Colonial Marine Raiders have been good to you, but you're service is up and you're headed home. You've done your bit for society and two tours was plenty. You saw a little action, on and off the line. You paid your dues, lost a friend or two and gained enough real worlds experience to get a cushy job with the Company. Just this one last cryosleep. One last, long foray across the void. One large, looming paycheck ahead. Your future never looked brighter and you're dreaming big...which is strange...because you've never dreamed in cryo before. Are those stasis alarms? What is that hissing noise? Why can't you breath?
Website: /www.towerravens.com/

212 They Might be Giants?

Saturday 8 AM in 147 for 4 Hours
GM: Cayden S Maletsky
Type: RPG
System: D&D
Edition: 5e
Players: 5
Provided: Characters may be provided by GM
Power Level: Level 8 characters
Rules Knowledge: Useful
Game Content: Mainstream

In the flooded kingdom; one must worry for 'They Might be Giants'. Our heroes must return John to his friend John who was lost in Constantinople (now Istanbul) in this wacky world of trying to mash as many songs into a kind of coherent story. Did you just what? Is what you yes? Did you whatever, whatever you I guess?

213 There are no Werewolves

Saturday 8 AM in 148 for 8 Hours
GM: Nick Matyas
Type: RPG
System: Pathfinder
Edition: 1e
Players: 5
Provided: Players provide their own characters
Power Level: 7th Level
Variations: 20 pt build, 23,500g, Paizo books only
Rules Knowledge: Expected
Game Content: Mature Themes

A classic Pathfinder 1E adventure hearkening back to DunDraCon's past. Expect combat and a few extras ;)

281 JailBreak!

Saturday 8 AM in 141 for 6 Hours
GM: Jonah Johnson
Type: Other
System: Battlestations
Edition: 2nd
Players: 5
Provided: All characters provided by GM
Power Level: Level 1-7
Variations: Minor homebrew rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The clone war has taken the universe by storm. To fight this the UREF is capturing rebels and putting them in jail. If they don't die, they don't reclone. Leaving important fighters out of the war. You need to break into the maximum security prison and release them.

230 MtG: Archenemy Cube Commander

Saturday 9 AM on Sedona Table 02 for 5 Hours
GM: Paul Banda
Type: Card
System: Magic: the Gathering
Players: 8
Provided: Game materials can be provided by GM
Variations: Cube, Archenemy
Rules Knowledge: Useful
Game Content: Mainstream

Two 3-on-1 Archenemy games! Play as the evil overlord or as one of the allies trying to take them down. Decks can be provided, or bring your own.

241 Axis & Allies Global 1942

Saturday 9 AM on Sedona Table 03 for 8 Hours
GM: Michael J. O'Hara
Type: Board
System: Axis & Allies
Edition: 2nd
Players: 7
Provided: All materials provided by GM
Rules Knowledge: Expected
Game Content: Mainstream

Classic strategy board game set during World War II. Players command the military forces of the major powers (4 Allies [+2 minor] and 3 Axis). This is the most complex version and a long game. Global 1942 2nd Edition set up. Be ready to play the game through.
Website: extension://efaidnbmnnnibpcajpcglclefindmkaj/https://www.headlesshorseman2.com/uploads/3/4/0/

242 Cosmic Encounter

Saturday 9 AM on Sedona Table 24 for 3 Hours
GM: Jefferson Krogh
Type: Board
System: Cosmic Encounter
Edition: FFG
Players: 5
Provided: All materials provided by GM
Variations: whatever the group feels like
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

If you were an alien civilization, and you encountered another alien civilization in the hyperspace gate, would you attack? Negotiate? Invite allies? Double-cross someone, or everyone? Whatever you do, it'll probably be a surprise to someone. Bring a light heart and a good poker face, and remember -- fair isn't funny!

243 Twilight Imperium 3rd Edition

Saturday 9 AM on Sedona Table 26 for 12 Hours
GM: Matthew Chasm
Type: Board
System: Twilight Imperium
Edition: 3rd
Players: 6
Provided: All materials provided by GM
Variations: Shards of the Throne, Shattered Empire
Rules Knowledge: Useful
Game Content: Mainstream

Twilight Imperium (Third Edition) is a game of galactic conquest in which three to eight players each take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining. Every faction offers a completely different play experience.
Website: /boardgamegeek.com/boardgame/233078/twilight-imperium-fourth-edition

250 Kampfgruppe Peiper: Defense of Stavelot; Dec 18, 1944

Saturday 9 AM on Hall of Cities Table 5 for 6 Hours
GM: Greg Guth
Type: Historical Miniatures
System: Hail of Fire
Edition: Mar-24
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Family

It is the morning of December 19th, 1944 and after pushing the US forces out of the center of Stavelot the Spitze of Kampfgruppe Pieper has pushed on to the west to attack the town of Stoumont, leaving behind a small rearguard to keep control of the Stavelot bridge in their rear. Meanwhile, 1st battalion of 117th Infantry Regiment, 30th Infantry Division (Old Hickory,) has just arrived at the northern outskirts of Stavelot with the mission to recapture the bridge at all costs.

253 Samurai Skirmish

Saturday 9 AM on Hall of Cities Table 8 for 4 Hours
GM: Clif Castle
Type: Historical Miniatures
System: Test of Honour
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Each player will control a group of Samurai Warriors 28mm miniatures

254 1798 Battle of the Nile (hypothetical) - Napoleonic War naval game

Saturday 9 AM on Hall of Cities Table 9 for 4 Hours
GM: Bob Bergman
Type: Historical Miniatures
System: "Form on the Admiral's Wake" (modified by GM)
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

In 1798, Rear Admiral Nelson destroyed a French Fleet anchored at Aboukir Bay near the Nile Basin in the Mediterranean. What if the French fleet sailed out to meet Nelson in the open sea, and was at full strength when it did so? Participants will command ships-of-the-line of either the British or French fleets, using the popular 'Form on the Admiral's Wake' Napoleonic naval rules. Fourteen British ships take on thirteen French ships, with the French having the powerful 130 gun 1st Rate 'Orient' as their flagship. Room for three to four players on each side. The winner of this battle will control the Mediterranean Sea for their nation. SOUTH BAY GAME CLUB EVENT

214 Forsaken Vault of the Crimson Oracle

Saturday 10 AM in 230 for 4 Hours
GM: Scott Woodard
Type: RPG
System: Dungeon Crawl Classics
Players: 6
Provided: All characters provided by GM
Power Level: 0-Level
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The formerly quiet village of West Mauldeen is destroyed by a wizard that bursts through the earth and leaps to the moon. Now, the surviving villagers must claw their way up from the darkest fate and into the light. The courageous peasants must face unimaginable horrors and seek the council of the wisest of immortals if they hope to learn the secrets of the forsaken vault of the Crimson Oracle. Written by DCC legend, Brendan LaSalle.

215 Fabula Ultima: Your world your story

Saturday 10 AM in 231 for 4 Hours
GM: Reese Clawson
Type: RPG
System: Fabula Ultima
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Do you like JRPGs like Final Fantasy, Chrono Trigger, and Dragon Quest? Do you enjoy emergent and player-driven storytelling? Then come learn Fabula Ultima and create your own story! Engage in combat where status effects, resource management, and party synergy matter the most! Play characters created from a wide range of archetypes, with mix and matched abilities to hone in on an exact identity. Together we?ll take our characters and create a group, villain, and story where everyone gets a say in the narrative.

216 The Crawl into the Place of the Thing

Game Cancelled

217 Victims of the Fury

Saturday 10 AM in 234 for 6 Hours
GM: Les Child
Type: RPG
System: Advanced D&D
Edition: 1st
Players: 6
Provided: Characters may be provided by GM
Power Level: 4th-7th
Variations: house rules
Rules Knowledge: Useful
Game Content: Mature Themes

Jobs very well done, that?s what they were saying. Our merry little band saved that coastal town from the Ice Giants, and looked good doing it. Got our rewards, including free training for a couple of us, and now, with fresh mounts and coin jingling, we?re heading east to a small town putting on the ?festival of the moon?. Some down time for the heroes. Bright colored ribbons tied to trees down this quaint side road show that we?re still headed the right way. Then as we round a bend and go through a colorful ribboned archway we see the town. (Sigh) Why can?t anything be easy?

218 Distress Call (Karnon Saga I)

Saturday 10 AM in 236 for 6 Hours
GM: Curtis Lyon
Type: RPG
System: Black Star
Players: 6
Provided: All characters provided by GM
Power Level: starting characters
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Welcome to the Calesius Expanse. The Imperium only holds nominal sway here, but that only makes more room for other, potentially more insidious, predators. When our Heroes respond to a distress call from an asteroid mining settlement, little do they realize they're only scratching the surface of some much larger problems. Prepare to embark on a journey of mystery and danger in the first episode of the Karnon Saga.

219 Kasedo Outpost

Saturday 10 AM in 237 for 4 Hours
GM: Jackson Gaydon
Type: RPG
System: Avatar Legends
Players: 5
Provided: Characters may be provided by GM
Power Level: Fresh charaters
Variations: 100 Year War Era
Rules Knowledge: Useful
Game Content: Mainstream

During the Siege of Ba Sing Se, you and your companions left the city, intending to avoid Fire Nation attention. You arrive in Kasedo Village, a pitstop through a valley road, but the villagers there act peculiar, despite their willingness to help you?

220 The Last Voyage of the Warden

Saturday 10 AM in 238 for 4 Hours
GM: Jason Krestoff
Type: RPG
System: Starfinder 2
Edition: Playtest
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The commercial passenger vessel, the Warden, is on a routine transport. A pleasant trip for all aboard. That is until the pirates attacked. Who will survive the last voyage of the Warden?

222 The Fermi Paradox

Saturday 10 AM in 240 for 4 Hours
GM: Dan Shimizu
Type: RPG
System: Dread
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: Medium
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The year is 2157. It took the crew of the E3 Corporation survey ship twelve days to get to the Uranian system. It took them only two days to discover the answer to a 150 year old question. But the answer could mean the extinction of the Human race! Find out the answer and more in... The Fermi Paradox!
Website: /www.drivethrurpg.com/en/product/83854/dread

223 Fist Full of Cotton

Saturday 10 AM in 241 for 8 Hours
GM: Joseph Michael Silveira
Type: RPG
System: Homebrew
Edition: Spaghetti Western
Players: 6
Provided: All characters provided by GM
Power Level: Townsfolk Jutsu deck for character creation
Variations: Card drafting for character creation
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You play small homunculi in an isolated town being bleed dry of its cotton reserves by the local Rail Baron. He is giving you a week to pay what is owed, and if you can't find it then he is taken it out of your hides.

224 So this is how it ends

Saturday 10 AM in 232 for 6 Hours
GM: Mark Cumming
Type: RPG
System: D&D
Edition: 5e
Players: 7
Provided: All characters provided by GM
Power Level: 5th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You're dying. The poison going through your system is fast acting with no cure, mundane or magical. You have eight hours to live and only one name to go on, Trystan, the problem is he's dead.

225 Trial and Error

Saturday 10 AM in 243 for 4 Hours
GM: Jenna Pohlman
Type: RPG
System: D&D
Edition: 5e 2024
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You are couriers tasked with delivering a package to The Nexus Laboratory, a site in the remote frozen tundra, far from prying eyes. The pay is good and the package is small. However, when you arrive the laboratory seems eerily quiet?

226 Curse of Strahd

Saturday 10 AM in 238 for 6 Hours
GM: Joaquin X Lascano
Type: RPG
System: D&D
Edition: 5e
Players: 6
Provided: Characters may be provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Players stumble through fog into an unknown land, covered in shadow. A dark presence looms over the town of Barovia. Can the players survive the ordeal through exploration, skill and grit. Find out in curse of Strahd!

231 Illuminati by Steve Jackson

Saturday 10 AM on Sedona Table 17 for 4 Hours
GM: Anthony DeMaria
Type: Card
System: Illuminati
Players: 7
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

The game has ominous secret societies competing with each other to control the world through various means, including legal, illegal, and even mystical. It was designed as a 'tongue-in-cheek rather than serious' take on conspiracy theories. It contains groups named similarly to real-world organizations, such as the Society for Creative Anachronism and the Symbionese Liberation Army. It can be played by two to eight players. Depending on the number of players, a game can take between one and six hours.

240 Diplomacy

Saturday 10 AM on Sedona Table 28 for 12 Hours
GM: Mark Anderson
Type: Board
System: Diplomacy
Players: 7
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The classic board game from 1959.

244 Stardew Valley

Saturday 10 AM on Sedona Table 13 for 4 Hours
GM: Emily Wells
Type: Board
System: Stardew Valley
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A fully cooperative game based on the video game by Concerned Ape. Players will work together to complete the community center and four Grampa goals while fending off the evil Joja Corp. Gameplay is lighthearted yet challenging and true to the spirit of the game it's based on.

245 ZOMBICIDE: Night of the Living Dead

Saturday 10 AM on Sedona Table 14 for 4 Hours
GM: Brian C. Culcasi
Type: Board
System: Zombies!
Edition: 2021
Players: 6
Provided: All materials provided by GM
Variations: Night of the Living Dead
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Take on the roles of the survivors - 10 different scenes - an awesome Zombicide variant recreating the classic movie - a table-top zombies miniatures game, unique maps and game-board with multiple ways to play! Ages 14+

246 Eldritch Horror: The Dreamlands

Saturday 10 AM on Sedona Table 27 for 8 Hours
GM: Michael Skeen
Type: Board
System: Eldritch Horror
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Race against the clock solving mysteries before the Ancient One awakens. Nowhere is safe. Not even in your dreams!

252 Revenge Duly Ordained: Gaslands Cthulhu

Saturday 10 AM on Hall of Cities Table 7 for 6 Hours
GM: Sam Slaughter
Type: Mixed-Genre Miniatures
System: Gasland Refueled
Players: 8
Provided: All miniatures provided by GM
Variations: Gasland Cthulhu
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Fanatical evil is seething in the wasteland. The cardinal objective of the Cult of Cthulhu is to awaken their slumbering god, yet they have succeeded in only raising failure. Their summoning rituals have been disrupted time and time again by a relentless group of heathen oppressors. No longer; the highest circle of the Cthulhu order has issued a sacred directive: destroy the infidel enemy, the mechanized nomad clan known as Rovers. Players control battle vehicles of these fierce road warriors, who once again clash with the merciless cultists in a desperate conflict of the post-apocalyptic future. Revenge Duly Ordained is an all new, 25mm cooperative vehicle-combat scenario. Though a miniatures scenario, players must also investigate Lovecraftian-style mysteries in the spirit of a Call of Cthulhu adventure. Courage, cooperation and mother luck will be crucial from each warrior if they hold any hope of success.

257 Treasure on Monster Island

Saturday 10 AM on Hall of Cities Table 10 for 6 Hours
GM: John Sullins
Type: Fantasy Miniatures
System: Mantic-Armada
Edition: Living rulebook
Players: 6
Provided: All miniatures provided by GM
Variations: Sea of Dead
Rules Knowledge: Useful
Game Content: Mainstream

Word is out across the known world that a great treasure is located on Monster Island but it is guarded by giant sea Creatures and an active volcano! A giant armada has been formed to take the treasure but the fragile alliance has shattered once the fleets came in sight of the island. It is every admiral for themselves! Fleets provided or bring your own 150pt fleet.

258 AWI Colonists push against the Brits with French help

Saturday 10 AM on Hall of Cities Table 14 for 5 Hours
GM: Peter Michels
Type: Historical Miniatures
System: Fist Full of Lead Bigger Battles
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Wilderness fighting between British & Colonists. Combined French and Colonists fight the British and Loyalists in the New York countryside. Can the Brits be turned back?
Website: /wiley-games.myshopify.com/

259 Rally to the Yamato:2207

Saturday 10 AM on Hall of Cities Table 15 for 8 Hours
GM: Keith Holmes
Type: Sci-Fi Miniatures
System: Star Blazers
Edition: 2nd
Players: 21
Provided: All miniatures provided by GM
Variations: 2199 Modifications
Rules Knowledge: Beginners Welcome
Game Content: Family

Earth has fallen. The Dark Nebula Empire, with the help of collaborators within the government have landed an invasion force on Earth. However, the Star Force had managed to escape to the Yamato. Now they must rally Earth's remaining loyal forces in an effort to retake Earth before the enemy consolidates their forces. But the Dark Nebula Empire are not the only alien race poking around the Sol System this day. The Bolar Federation has taken the opportunity to stake a claim on our solar system for their Federation. The Dark Nebula fleet commanders are amused by this intrusion but will see the Bolar out of Earth space. A three-way show down for the fate of Earth looms.

260 OGRE the Mountains

Saturday 10 AM on Hall of Cities Table 17 for 6 Hours
GM: Ix Nichols
Type: Sci-Fi Miniatures
System: OGRE
Edition: 6th
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

It's 2078, and tank battles include missiles, hovercraft, tactical nukes, infantry in environmentally sealed armored battlesuits, and autonomous AI tanks called OGREs. Today, as dawn breaks over the Pyrenees, Combine forces are launching an invasion into southern France. Depleted Paneuropean forces must slow the flood until reinforcements arrive; the Combine must establish a foothold so the conquest of Europe can continue. We'll play OGRE 6th edition with 1/300 sci fi miniatures on a big 3D hex map.

261 SAMURAI SAGA

Saturday 10 AM on Hall of Cities Table 18 for 4 Hours
GM: Alex Fabros
Type: Fantasy Miniatures
System: SAGA (SAMURAI VERSION)
Edition: Vo. 9
Players: 6
Provided: All miniatures provided by GM
Variations: Samurai
Rules Knowledge: Expected
Game Content: Family

SAGA SAMURAI Each player represents a Samurai Clan with a five-point force. All clans are preselected and ready to go. Units are randomly selected for each player. I will set up the Samurai castle, temple complex, and town as objectives for players to gain points.

262 Battle of Seven Pines (Fair Oaks) 1862

Saturday 10 AM on Hall of Cities Tables 20 & 21 for 8 Hours
GM: Jay White
Type: Historical Miniatures
System: Brigade Fire and Fury
Edition: 1
Players: 6
Provided: All miniatures provided by GM
Variations: House rules applied
Rules Knowledge: Useful
Game Content: Mainstream

Is game will recreate the battle of Seven Pines that occurred from May 30th thru June 1st in 1862. 28mm minitures.

271 Trial of the Missing Student

Saturday 10 AM in 1444 for 4 Hours
GM Troupe: Team Woodbury (GM: Athena Woodbury)
Type: LARP
System: GM Fiat
Players: 10
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Modern Fantasy
Costume Suggestions: Percy Jackson Universe

When a student goes missing at your school, weird things start to happen. People are acting strange and almost everyone's scared. The remaining students must figure out what happened to the missing student, while also trying to get that big project done because your teacher is a beast about deadlines!

Teen Priority

This is a Teen Priority game. When signing up for this game, please be aware that during check in, the GMs will give priority to teens on both the official game and overflow lists. Once all teens on these lists who are present are accommodated, additional open space will be available for adults at the GM’s discretion. This is an exception to our standard game assignment rules and as these are teen priority games, adults present are expected to support teen gamers participating in an experience designed primarily for them.

Any adult member who has been assigned to this game but is displaced by teens will be given a priority slip to make up for their displacement.

Please see DunDraCon’s LARP Liaison with any questions regarding this policy.

272 Throne War

Saturday 10 AM in 1445 for 6 Hours
GM: Rob Paul
Type: LARP
System: Amber Diceless
Players: 20
Variations: Some Shadow Knight
LARP Experience: Useful
Game Content: Mainstream
Genre: Any
Costume Suggestions: Look Awesome

In the realms of Amber and Shadow youth is a quickly spent and fleeting period followed by centuries of nearly unlimited power. The years between birth and when an Amberite walks the pattern are a unique time of weakness in the long life of a being of nearly absolute control over their reality. Unfortunately it was during this time of helplessness that the King's son lost his father. Random has vanished, but unlike when his father disappeared, he has left a clear line of succession. Unfortunately his son is only 12, and unable to assume the throne directly. A Regent must be selected, and the boy, having been raised on the Shadow Earth, doesn't even know of his heritage or his potential. You will portray one of the courtiers of Amber vying for control of the city. Will you kidnap the young king and hold him hostage? Befriend him and hope he chooses to bless you with his favor? Or manipulate things so that it doesn't matter who holds the reins, you will have the power in the City of Amber regardless. The choice is yours. Characters Provided.

232 Five Crowns

Saturday 11 AM on Sedona Table 22 for 2 Hours
GM: Francisco Garcia
Type: Card
System: Five Crowns
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A Rummy-like card game played over 11 rounds, with increasing hand size from 3 to 11 cards, and varying wild cards. The object is to end up with the lowest score.
Website: /boardgamegeek.com/boardgame/1472/five-crowns

263 Salamanca 1812

Saturday 11 AM on Hall of Cities Table 13 for 6 Hours
GM: David Moody
Type: Historical Miniatures
System: Napoleon's Battles
Edition: 1 & 2nd
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

July 1812: the armies of Wellington and Marmont have been marching parallel to each other for days. Suddenly Wellington sees an opening and attacks the strung out French. Can the Anglo-Allies win the day? Or will the French beat them back? Hundreds of hand-painted miniatures simulate this key battle of the Peninsular War.