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Event Search Results

47 events found
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BLOODCOVE!!: A Pirate Borg Jaunt

Length: 4 hours
GM: Adam Batterbee
Type: RPG
System: Mörk Borg
Players: 5
Provided: All characters provided by GM
Power Level: 3
Variations: Pirate Borg
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Join forces with your scurvy shipmate's to solve the mystery of your missing ship and then swashbuckle it back.

Slay the Spire: The Board Game

Length: 4 hours
GM: Cody Sanders
Type: Board
System: Slay the Spire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Slay the Spire: The Board Game is a co-operative deck-building, dungeon-crawling adventure. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and finally become strong enough to slay the Spire!

Slay the Spire: The Board Game

Length: 4 hours
GM: Cody Sanders
Type: Board
System: Slay the Spire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Slay the Spire: The Board Game is a co-operative deck-building, dungeon-crawling adventure. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and finally become strong enough to slay the Spire!

Endearment

Length: 2 hours
GM: Adrian Romero
Type: Board
System: Endearment
Edition: first
Players: 4
Provided: All materials provided by GM
Variations: none
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

It is a time of elegance, wit, and exacting decorum, and you, a handsome young lady of respectable family and pleasing address, have just completed the perusal of a most delightfully engaging novel. You begin to consider, were you a heroine upon such pages, whether your character would be marked by wit and charm, vigour and capability, honour and wealth. Amidst the genteel diversions and drawing-room delights so prettily described, your heart begins to fix not on the trifles, but on the heroine’s romance, and you find yourself, perhaps unwisely, wishing for a story not unlike her own.

Endearment is a strategy board game where you take on the role of one of Jane Austen's beloved heroines as you traverse Regency England, improve your traits, and engage in social rivalries in pursuit of a timeless romance. The game is played over a series of Chapters.

At the start of each Chapter, Settings and Characters are added to the game board, and a Plot card is drawn. Then players take turns visiting Town to gain Persuasion from the Tea House, buy Dresses from the Modiste, and invite or search for Characters in the Character deck and discard. Once all players have performed their Town actions, players take turns visiting Settings and interacting with Characters in a series of rounds until all Settings have been visited and the Chapter ends.

As with any Jane Austen novel, the game ends with a wedding (or sometimes more than one wedding)! Once one or more players are married, the current Chapter is completed, the game ends, and bonus points are scored. The player with the most Endearment wins!

The Muppets Present: Clue: The Movie: The D&D Game

Length: 6 hours
GM: Joe Gannon
Type: RPG
System: Dungeons & Dragons
Edition: 5th Ed (2024)
Players: 6
Provided: All characters provided by GM
Power Level: 11
Rules Knowledge: Experience Useful
Game Content: Family-Friendly

A group of Muppets were invited to a mysterious mansion. Their host, Mr. Boddy, may or may not have blackmail material on some or all of them. To the surprise of the Muppets (but let’s face it, not to ours), Murder Most Fowl occurs, and it’s up to Our Heroes to figure out what happened.

Dramatis Personae:
Wadworth the Butler: A Famous Hollywood Personality
Mr. Boddy: Sam the Eagle
Mr. Green: Kermit
Mrs Peacock: Gonzo
Professor Plum: Dr. Bunsen Honeydew (accompanied by assistant Beaker)
Colonel Mustard: Scooter
Miss Scarlet: Miss Piggy
Mrs. White: Camilla the chicken

The Muppets Present: Clue: The Movie: The D&D Game

Length: 6 hours
GM: Joe Gannon
Type: RPG
System: Dungeons & Dragons
Edition: 5th Ed (2024)
Players: 6
Provided: All characters provided by GM
Power Level: 11
Rules Knowledge: Experience Useful
Game Content: Family-Friendly

A group of Muppets were invited to a mysterious mansion. Their host, Mr. Boddy, may or may not have blackmail material on some or all of them. To the surprise of the Muppets (but let’s face it, not to ours), Murder Most Fowl occurs, and it’s up to Our Heroes to figure out what happened.

Dramatis Personae:
Wadworth the Butler: A Famous Hollywood Personality
Mr. Boddy: Sam the Eagle
Mr. Green: Kermit
Mrs Peacock: Gonzo
Professor Plum: Dr. Bunsen Honeydew (accompanied by assistant Beaker)
Colonel Mustard: Scooter
Miss Scarlet: Miss Piggy
Mrs. White: Camilla the chicken

Runequest: Boldhome Confidential

Length: 6 hours
GM: Michael Blum
Type: RPG
System: Runequest: Roleplaying In Glorantha
Players: 5
Provided: Characters can be provided by GM
Power Level: Not more than new rune level, or six rune points or une spells
Variations: Slight variations to turn order in combat, spirit combat, etc.
Rules Knowledge: Experience Useful
Game Content: Mainstream

It's Dark Season 1626, in Boldhome the capital of Sartar. Kallyr is dead, but Argrath is still in Prax -- the Lunars were driven out a year ago, and in the wake of the Liberation old grievances are resurfacing, the gangs are recruiting rowdy rebels, and Chaotic cults which the Lunar carefully watched now fester unseen. You are being asked by the city guilds to investigate and resolve some outrages, subversions and even Lunar sabotage. The game system is Runequest: Roleplaying in Glorantha. Characters can be provided, or players can provide their own “Storm tribe” characters, with no more than six (6) rune points and rune spells.

Leaving Earth

Length: 5 hours
GM: Gregory Wong
Type: Board
System: Leaving Earth
Edition: Base game
Players: 5
Provided: All materials provided by GM
Variations: Rules version v4n.
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Players manage their own space program in this game of planning and risk management. This game is a bit math-heavy, but it only involves basic arithmetic. This is just the base game. No expansions.
Website: /boardgamegeek.com/boardgame/173064/leaving-earth

Assault on Echo Base

Length: 6 hours
GM: Gregory Wong
Type: Sci-Fi Miniatures
System: Memoir '44 variant
Edition: 1st
Players: 6
Provided: All miniatures provided by GM
Power Level: Beginner
Variations: SW-44
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

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

The 3% Deviation

Length: 8 hours
GM: Dwayne Fox
Type: RPG
System: Call of Cthulhu
Edition: 5th edition Cthulhu now
Players: 6
Provided: All characters provided by GM
Power Level: moderate
Variations: Some slight from Different worlds article
Rules Knowledge: Experience Useful
Game Content: Mature Themes

A rogue comet on a collision course with Earth, untested crew on a prototype ship's maiden voyage, what could go wrong in the vastness of space? Final chapter of DunDraCon's space saga A Message from Titan. (5th edition Cthulhu now, GM to supply characters, Mature setting).

Untold Treasure- A Pirate’s Tale- D&D 5e

Length: 4 hours
GM: Sophia Caramagno
Type: RPG
System: Dungeons & Dragons
Players: 5
Provided: All characters provided by GM
Power Level: 5e
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Inclusive, LGBTQ Friendly, Beginners Welcome, Collaborative Storytelling, Roleplay Encouraged

Join a crew of Roguish Pirates as they get swept away by adventure, face fearsome storms, fight monsters of the sea, encounter mythical aquatic creatures and hunt for lost treasure in this lighthearted D&D 5e adventure.

Since this game will include collaborative storytelling, be ready to contribute to building the world, story or NPCs and to respond positively to the contributions and improvisations of other players.
This is a Yes, And... style game. Characters will be provided.<>Rules for my Table and Trigger Warnings can be found at StClairAdventureGuild.com
Website: StClairAdventureGuild.com

TOON TOWN: THE GREAT TOON TOWN TAKEOVER!

Length: 4 hours
GM: Patrick Hamilton
Type: RPG
System: Toon
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

HOLY SMOKES! SOMEBODY'S STEALING FOUNDERS' DAY!

The biggest celebration in Toon Town is about to become its biggest catastrophe! Parade floats are running wild, fireworks are going haywire, two kids are floating away in a runaway balloon, and the legendary Golden Toon Trophy has vanished!

Behind the madness lurks the outrageously vain Baron Bluster and his gang of cartoon criminals. Their diabolical plan involves a mad scientist, a mysterious Magnifico-Ray, and a mechanical monstrosity that could turn Toon Town upside down!

Now it's up to YOU to save the day!

Step into a world of impossible stunts, ridiculous gadgets, spectacular chases, and catastrophically bad decisions. Outsmart the villains, rescue the innocent, and unleash your wildest cartoon creativity in an adventure where falling anvils are an occupational hazard and getting flattened is just a temporary inconvenience.

Eight heroes. Four villains. One absolutely disastrous parade.

Can you save Toon Town before the final curtain falls?

It's time to get TOONED!

TOON TOWN: THE GREAT TOON TOWN TAKEOVER!

Length: 4 hours
GM: Patrick Hamilton
Type: RPG
System: Toon
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

HOLY SMOKES! SOMEBODY'S STEALING FOUNDERS' DAY!

The biggest celebration in Toon Town is about to become its biggest catastrophe! Parade floats are running wild, fireworks are going haywire, two kids are floating away in a runaway balloon, and the legendary Golden Toon Trophy has vanished!

Behind the madness lurks the outrageously vain Baron Bluster and his gang of cartoon criminals. Their diabolical plan involves a mad scientist, a mysterious Magnifico-Ray, and a mechanical monstrosity that could turn Toon Town upside down!

Now it's up to YOU to save the day!

Step into a world of impossible stunts, ridiculous gadgets, spectacular chases, and catastrophically bad decisions. Outsmart the villains, rescue the innocent, and unleash your wildest cartoon creativity in an adventure where falling anvils are an occupational hazard and getting flattened is just a temporary inconvenience.

Eight heroes. Four villains. One absolutely disastrous parade.

Can you save Toon Town before the final curtain falls?

It's time to get TOONED!

Drop-in SET

Length: 2 hours
GM: Caitlin Nealon
Type: Card
System: SET
Players: 30
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Do you like patterns? Matching symbols together? Great.

Are you a weird little SET freak? Do you struggle to find people who are willing to play with you? Even better.

Drop by and play one of the simplest card games out there. We'll have several games running: teaching for beginners and no-holds fast-paced games for my fellow unhinged SET gremlins.

Long Shot: The Dice Game

Length: 2 hours
GM: Melodie Murphy
Type: Board
System: Long Shot
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

In Long Shot: The Dice Game, you and your opponents will strategize and push your luck as the action unfolds in a tense race of eight horses. During the game you buy horses, place bets, influence race movement, and utilize special abilities. The roll of the dice determines which horses move and the options available each turn, so be ready to adapt your plans. Once three horses cross the finish line, earnings are totaled. While there are many ways to earn money during a horse race, only the player that makes the most money will be declared the winner. Will you play it safe, or risk it big on a long shot?

Shadow Hunters

Length: 2 hours
GM: Melodie Murphy
Type: Board
System: Shadow Hunters
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Shadow Hunters is a hidden role survival game in which three groups — the Shadows, bloodthirsty monsters of the night; the Hunters, humans who fight to slay them; and the Neutrals, civilians caught in the middle of this ancient battle (each with their own personal agenda) — struggle against each other to survive.

You belong to one of these groups and must conceal your identity from others since you don't know whom you can trust — at least not initially. By closely watching other players' actions and using Hermit cards to gather information you may be able to find out who your allies and enemies are. Or perhaps they'll end up revealing themselves to use their character's unique special ability.

Beware though, once the battle lines are drawn the bloodletting begins! Will Shadows devour their foes? Will the Hunters reign victorious? Or will a Neutral civilian manage to achieve their goal amidst the chaos?

----

We will start with a teaching game quickly followed by a second match with different characters time permitting. Please arrive on time as I will get things started pronto. This is an easy to understand game so beginners are more than welcome. However, note that player elimination is an integral part of the experience.

Finspan plus Sharks & Reefs expansion

Length: 4 hours
GM: Gee Roman
Type: Board
System: Finspan
Edition: 2025 Edition
Players: 5
Provided: All materials provided by GM
Variations: Original game with 2026 Sharks & Reefs Expansion
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Finspan is a relaxing, strategic, tableau-building game fun for all ages.
Find and observe aquatic life as you dive through the ocean’s colorful Sunlight Zone, the ghostly Twilight Zone, and the pitch-black Midnight Zone. Grow your collection of fish, discover freshly laid eggs, hatch eggs into young and form schools of fish. The winner is the player with the most points gained from fish, eggs, young, schools, and achievements.
To liven up the game, I’m also adding the Sharks & Reefs expansion, which introduces new coral reef habitats and more incredible sharks! Play powerful reef fish, unlock fish abilities, and score bonuses at the end of the game.
Website: /boardgamegeek.com/boardgame/436126/finspan

Star Trek: Tethys

Length: 2 hours
GM: Antonio Morton
Type: LARP
System: Star Trek: TethysYes and Improv
Players: 6
Early-Assigned Seats: 3
Provided: Characters created at game
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Star Trek: During the time of Deep Space Nine
Costume Suggestions: None needed. Though Star Trek the Next Generation to Star Trek Voyager era id the setting.

Star Trek: Tethys is a 2-hour larp for 4-6 players. Set in the Star Trek universe, players are a team of a crashed shuttle (named Tethys). While waiting for rescue, the team must try to piece together what happened to them through the power of collaborative storytelling.

Deadlands: Night Train

Length: 6 hours
GM: John Sampson
Type: RPG
System: Deadlands: Classic
Players: 5
Provided: Characters can be provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

One of the more famous adventures set in the weird west by John Goff

Rat Diplomacy: Learn to play and GM Daggerheart with a full-system adventure

Length: 8 hours
GM: Michael Cohn
Type: RPG
System: Daggerheart
Players: 6
Provided: Characters created at game
Power Level: 1-3
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

This is a homebrew adventure designed to teach the mechanics of Daggerheart. You'll experience all the system's unique features that support narrative-driven roleplay -- including the free-flowing combat spotlight system that blends narrative-first play with cool moves and distinctive class features. You'll also learn and experience campaign frames, character creation, environment and enemy motivations and special moves, leveling up and choosing loadouts, and more! It sounds like a lot but I've run this several times for both new TTRPGers and experienced players of 5e and other systems.

The story: You and your friends were enjoying the light, forestal house microbrew at the Wizard's Tower Microbrewery and Taproom, when the proprietor Glowkindle shrieked in alarm. Suddenly you've taken on a job to deal with the giant rats in his basement. You might discover other things down there, like a network of tunnels, a mysterious green moss, and... Democracy? Expect a combination of combat, social encounters, and team problem-solving.

Of Dragons and Elves

Length: 6 hours
GM: Obi Kaufmann
Type: RPG
System: Dungeons & Dragons
Edition: 5.5E
Players: 4
Provided: Characters can be provided by GM
Power Level: 8
Rules Knowledge: Expected
Game Content: Mainstream

With ancient Oondarr stirring once more beneath Siluvaria, Alustriel sends an elite company beyond the dragonroads and into the old wyrm’s buried kingdom to reclaim elven artifacts lost centuries ago. Pass unseen through blackened halls, recover the weapons, and escape before Oondarr scents the blood of interlopers, for there is no return for those discovered beneath his mountain.
Website: /daotyr.net/

The Stone Remembers

Length: 8 hours
GM: Chris Muoio
Type: RPG
System: Vaesen
Players: 6
Provided: All characters provided by GM
Power Level: Slightnly above starting characters
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

London sits tenuous on the brink of fire and fear. Vaesen and humans stand of the brink of a war of brutal prejudice that will leave ruin heartbreak and sorrow in its wake for something far darker to consume.

My Little Pony: Tails of Equestria

Length: 4 hours
GM: Travis Murphy
Type: RPG
System: Tails of Equestria
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Tails of Equestria is a rules-lite RPG based on the hit series My Little Pony: Friendship is Magic. Players role-play pegasus, unicorn, and earth ponies adventuring together in the magical world of Equestria. They’ll strive to embody the Elements of Harmony – Honesty, Generosity, Kindness, Laughter, Loyalty, and Magic – and use the Power of Friendship to overcome obstacles both big and small.

This game will serve as an introduction to the system as well as tabletop role-playing games in general so no gaming experience is necessary. However, familiarity with My Little Pony: Friendship is Magic is highly, highly recommended. Like the show, the tone of the game will be firmly family friendly for fun loving players young and old.

Heat: Pedal To The Metal

Length: 2 hours
GM: Corban Fowler
Type: Board
System: Heat
Edition: 1st
Players: 8
Provided: All materials provided by GM
Variations: All expansions
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

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

—description from the publisher

OGRE The Mountains, to the GEV Fields Beyond: 2

Length: 4 hours
GM: Ix Nichols
Type: Sci-Fi Miniatures
System: OGRE
Edition: 6th Edition
Players: 8
Provided: All miniatures provided by GM
Power Level: No experience necessary, all nukes provided
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It’s summer in 2079, and the Combine has launched an offensive across the Pyrenees into southern France. This is game 2 of 2, To the GEV Fields Beyond: Combine forces are pushing across the farmlands of southern France, where a Paneuropean counterattack tries to cut the Combine supply line. We’ll bring to life the nuclear battlefield of 6th edition OGRE with 3D hex terrain and 1/300 scale sci fi tanks, artillery, powerarmored infantry, and of course, the huge cybertanks called OGREs.

OGRE The Mountains, to the GEV Fields Beyond: 1

Length: 5 hours
GM: Ix Nichols
Type: Sci-Fi Miniatures
System: OGRE
Edition: 6th Edition
Players: 8
Provided: All miniatures provided by GM
Power Level: No experience necessary, all nukes provided
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It’s summer in 2079, and the Combine has launched an offensive to cross the Pyrenees into southern France. This is game 1 of 2, OGRE the Mountains: as dawn breaks over the Pyrenees, Combine forces invade southern France, and the meager Paneuropean garrison does its best to stem the flood of enemy armor and troops. We’ll bring to life the nuclear battlefield of 6th edition OGRE with 3D hex terrain and 1/300 scale sci fi tanks, artillery, power-armored infantry, and of course, the huge cybertanks called OGREs.

Trail of Cthulhu: Pulp or Be Pulped!

Length: 6 hours
GM: Adrian Romero
Type: RPG
System: Trail of Cthulhu
Players: 5
Provided: All characters provided by GM
Power Level: Mid-level
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Epic globe-trotting pulpy 1920’s struggle against Cthulhu, using the very lite Trail of Cthulhu system. As we begin, your investigators have already had their first confrontation with the terrifying cosmic horror that threatens our very reality, and have emerged victorious. Now they pursue loose ends with awareness of the deadly and maddening stakes. Things you will not find in this session: railroading, dead ends, red herrings, excessive meandering investigative conversations, historical nitpicking. Things you may find: garroting/defenestrating/subway-shoving thugs, red string and corkboard, jazz clubs, expressive smoking, historical inspiration, ghastly corpses, tweed, tramps (steamer, gum-chewing, and rail-riding), rope, over-moist and unshod foot-prints, quite possibly biplanes, vast intelligences from beyond space and time, fungi. This game is great for both new and experienced gamers who can make bold choices and use their voices, and who fear boredom more than character death. If your character is slain, we’ll give you another and get you back into the action. We'll use the Trail of Cthulhu rules, which are straightforward and very well-designed. No experience of these rules or other rpgs is necessary :)
6 Hours, 5 Players, 1 Elder God.

¡Subsector Sargasso!

Length: 6 hours
GM: Adrian Romero
Type: RPG
System: Stars Without Number
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

SciFi adventure using a very simple system called Stars Without Number closely related to OSR D&D. Think classic Traveller and Firefly and the melancholy SciFi that inspired them. Your tramp freighter hides some surprises … a couple of big guns, advanced sensors, an impressive little laboratory, a proper sickbay, even a plush meeting room. More important than all this, you carry a trader’s license, a letter of marque, and a writ allowing you to survey and explore, and thereby win General Knowledge bounties. Your crew is an odd collection, all with just a few things in common: you want to get paid, keep flying, and along the way, live by a code or serve a higher cause. But whose code or cause prevails? Captainless, you’ll have to figure it out among yourselves. Pick from pre-gens and we’ll warp to someplace in crisis depending on player interest and familiarity. As a GM I’m trying to provide an interesting situation where I don’t know what’s going to happen. So this is a good game for both experienced and absolute beginner players who can make bold choices and use their voices, chew some scenery, BS some science, and turn the scenario into a story. You can play this game multiple times; there are many worlds to visit, where you may find the Snow Moas of Air-Loom, the House of Echoes, the Sleeping Sands of Blackmoon, the Death Station, Savage Salvage, the Stygian Library, and, of course, ¡Bugs!
6 hours, 5 players, 1 planet with a problem

The Crawl Into the Place of the Thing: Deep Delve

Length: 8 hours
GM: Adrian Romero
Type: RPG
System: Shadowdark
Players: 6
Provided: All characters provided by GM
Power Level: 4
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Old School Renaissance style 8 hour exploration of one of several old or new classic dungeons, depending on player interest/familiarity, using the extremely simple, fast, and fun Shadowdark, based on D&D 5e with all the boring bits cut out. Pick from an alphabet of pre-gens and we'll dive into dangerous choices! My intention as DM is to offer a fast and fantastical game focused on creative choices at the table, with strong visuals and deadly stakes, rather than a lot of exposition or long investigative conversations. This game is great for both new and experienced gamers who can make bold choices and use their voices, and who fear boredom more than character death. If your character is slain, we’ll give you another and get you back into the action.. Since we have more time than typical con games, we can sink our teeth into longer adventures and possibly let the characters return to safety, level up, and paint the town red before returning to their perilous quest. You can play this game multiple times; there are many places to go, like Chaotic Castle of the Xyntillan Heir, Swamp Sanctum of the Savage King, Incandescent Grottoes of the Dream Dragon, Sunken Citadel of the Ghastly Gardener, Shrine of the Jaguar Princess, Subterranean Streets of the Wandering City, Time-Lost Towers of the Lion and the Snake, Stony Tooth of the Furious Forge, and more.
8 Hours, 6 players (and maybe 1 crasher), 1 Dungeon.

The Crawl Into the Place of the Thing: Short Sharp Shock

Length: 4 hours
GM: Adrian Romero
Type: RPG
System: Shadowdark
Players: 5
Provided: All characters provided by GM
Power Level: 4
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Old School style 4 hour run through one of several old or new classic short dungeons, chosen from a selection based on player interest/familiarity, using the extremely simple, fast, and fun Shadowdark, based on D&D 5e with all the boring bits cut out. Pick from an alphabet of pre-gens and we'll dive into dangerous choices! My intention as DM is to offer a fast and fantastical game focused on creative player choices at the table, with strong visuals and deadly stakes, rather than a lot of exposition or long investigative conversations. This game is great for both new and experienced gamers who can make bold choices and use their voices, and who fear boredom more than character death. If your character is slain, we’ll give you another and get you back into the action. Though we will talk lots about gruesome violent happenings, which might actually happen to player characters, there will be no discussion of adult topics or complex ethics. Therefore, this game is great for younger players who can handle horrible things happening to their characters and can keep focus at the table. You can play this game multiple times; there are many places to go, like Sky-Villa of the Peacock God, Sandy Socket of the Crimson Eye, Trembling Caldera of the Sickle Dancer, Lost Caves of the Worm-Witch, Glacial Vault of the First War, Ensorcelled Feast Hall of the Woeful Wedding, Jungle Temple of the Secret Serpent, Flooded Locus of the Cosmic Turtle, Lava Lake of the Terror Birds, Fey Tomb of the Dusk Queen, Gladiatorial Mausoleum of the Sun-Shattered Tears, and more.
4 Hours, 5 Players (and maybe a crasher), 1 Dungeon

Shadows Over Camelot

Length: 3 hours
GM: Seth Montes
Type: Board
System: Shadows Over Camelot
Edition: 1st. Edition
Players: 8
Provided: All materials provided by GM
Variations: Merlin's Company Expansion
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

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.
Moreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment...
Website: /boardgamegeek.com/boardgame/15062/shadows-over-camelot

Communopoly!

Length: 6 hours
GM: LAURA-ANN CHARLOT
Type: Board
System: Monopoly
Edition: Home Brew
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Welcome to The Worker's Paradise! Do you have the cunning, ruthlessness, and luck, to not only survive, but to also get ahead and thrive, in the Soviet Union under Joseph Stalin? This home-brew real estate trading board game is loosely based on traditional 'Monopoly', but with some major plot twists, and more ways to fall afoul of The State than you can shake a vodka bottle at. Make a bad D12 die roll, or simply land on NKVD Headquarters as you travel around the board, and you could end up in a Gulag forced labor camp, fall out of a 10th story window onto some bullets, or simply disappear for no reason at all other than picking a bad 'No Chance' card and rolling a Nat 1! Pick a 'good' card from the 'Communist Test' or 'No Chance' card decks, and you might be awarded a Sputnik Keepsake Souvenir, an almost-new Lada automobile or VAZ moped, or even a Communal Chicken Coop with 6 hens! Or you might find yourself suddenly in charge of the Chernobyl Nuclear Power Plant, desperately trying to arrange a rental of the Volga Water Works before the reactor overheats and explodes, showering adjacent properties with radioactive fallout. You could be simply minding your own business, and suddenly be accused of distributing Anti-Soviet propaganda, or hiding an American spy in the basement of your apartment block. Oops! you rolled a Nat 1, and the KGB plants false evidence in your bedroom closet: you are arrested, then Disappeared!. A wild and fun game for 6 players, plus the GM/Banker. NOTE: In this variant, all players will play the entire 6 hours; if you die or get disappeared, you re-spawn your character, so don't worry about dying early in the game and having to sit out the remaining game time. The winner is determined by the total value of cash accrued 'in-hand', and cash 'smuggled to the West', plus the value of real properties held, plus the value of personal property held at the end of the game, such as that Sputnik Souvenir, or the Chicken Coop. NOTE: If your character dies during the game, you forfeit all real property back to the state, and re-spawn with a new token, but you keep your personal property and all cash smuggled to the West. So it's almost impossible to guess in advance who's going to win: Player #3 might have 3/4 of the property under their control, but very little cash smuggled to the West, and then roll a Nat 1 after being arrested on suspicion of espionage, and have to start over. Another player who has very little real estate, but who has smuggled out 50,000 rubles, and not had the bad luck to make a bunch of poor die rolls, could be the winner.

Takedown of Gornoth Horskûn (D&D 5e)

Length: 6 hours
GM: LAURA-ANN CHARLOT
Type: RPG
System: Dungeons & Dragons
Edition: 5th Ed (2014)
Players: 6
Provided: All characters provided by GM
Power Level: Level 7
Variations: The GM will likely introduce anachronistic technology, but will not allow Feats, Stats, Armor, Spells, or weapons from sources other than the WOTC 2014 Player's Handbook.
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

A D&D adventure in Faerûn. Your team of six 7th Level Adventurers has entered into a contract with the Council of Governments of the Sword Coast, to take down one Gornoth Horskûn, a petty Warlord based in the Evermoors, who has begun to send raiding parties against neighboring towns, and who appears to be supporting bands of Pirates that are disrupting river trade all over the region on several tributaries of the River Desarin. You are to break up this troublemaker's operation, and arrest him if possible; if he resists, deadly force is authorized. A group of 20 Waterdeep City Guardsmen sent to investigate, and who disappeared without a trace, may still be alive in captivity: rescue them if you can, or at least try to discover their fate. Reconnaissance of the area 8 weeks ago indicates that Horskûn's group may have taken over some abandoned silver and copper mines around Startop, so you may have to infiltrate both above ground and below ground areas. The game will be a balanced mix of role playing, storytelling, and combat. Players looking for an all-combat game are forewarned that stealth, patience, and thinking outside the box will be required for a successful outcome in this game. A good Thief who can slip past a sleepy door guard without tripping an alarm, will be just as valuable as a Fighter or Berserker. The GM will provide character sheets for a Wizard (School of Evocation), Eldritch Knight (Fighter), Arcane Trickster (Thief), Cleric (Knowledge Domain), a Ranger or Barbarian, and either a Paladin or a second Cleric (Life Domain). The game will more or less follow the 5th Edition (2014) Player's Handbook and Monster Manual. Players should note that the GM will probably introduce anachronistic technology. There will be three NPC's assisting your team: a pair of wisecracking Gnome Artificer brothers named Jake and Elwood Skorningden, and their cousin Heidi.The payment offer for your services is 1,200 GP for the Team plus 5 Silvers per person per day for expenses. Transportation will be provided. The GM will provide character sheets.

Cosmic Encounter at 50: Back To The Beginning

Length: 4 hours
GM: Jefferson Krogh
Type: Board
System: Cosmic Encounter
Edition: Eon (1st)
Players: 5
Provided: All materials provided by GM
Variations: As chosen by the group
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

To celebrate the 50th anniversary of the publication of Cosmic Encounter, we will break out the original Eon edition. Come revisit the groundbreaking science fiction boardgame that is still going strong today. All nine of the original expansions will be available, should the players be up for extra twists and turns!

New players welcome!

7th Sea: City of Five Sails

Length: 2 hours
GM: Tristan Muntsinger
Type: Card
System: 7th Sea
Players: 10
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

Come play 7th Sea: City of Five Sails, a swashbuckling, duel-focused expandable card game set in the bustling world of Five Sails. This is a welcoming, open-table event for new players and veterans alike.

Beginner-friendly: I'll teach rules from scratch and walk you through your first turns.

No deck required: I'll have loaner decks available (and can help you pick one).

Play format: Casual matches with light coaching as needed; if enough experienced players show up, we can also run a small bracket/round-robin.

Playtime: A game takes ~60 min after a ~30 min teach.

Drop in, learn the system, and get some games in -- no prior experience required.

FAST, HOT, AND COMMIE-FREE IN 30 MINUTES OR LESS!

Length: 4 hours
GM: Thom Hall
Type: RPG
System: Paranoia
Edition: Second Edition
Players: 6
Provided: Characters can be provided by GM
Power Level: Red Clearance
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

ATTENTION CITIZENS:
Welcome to your latest Sector-Approved Special Duty Duty. The Computer, in Its infinite wisdom and benevolent generosity, has selected your RED Clearance Troubleshooter Team for a critical, high-priority logistics operation.
Failure to complete this assignment with utmost enthusiasm, efficiency, and flawless execution will be considered treason. Treason is punishable by immediate summary execution, clone replacement, and a severe reduction in your posthumous happiness rating.

FAST, HOT, AND COMMIE-FREE IN 30 MINUTES OR LESS!

Length: 4 hours
GM: Thom Hall
Type: RPG
System: Paranoia
Edition: 2nd Edition
Players: 6
Provided: Characters can be provided by GM
Power Level: Red Clearance
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

ATTENTION CITIZENS:
Welcome to your latest Sector-Approved Special Duty Duty. The Computer, in Its infinite wisdom and benevolent generosity, has selected your RED Clearance Troubleshooter Team for a critical, high-priority logistics operation.
Failure to complete this assignment with utmost enthusiasm, efficiency, and flawless execution will be considered treason. Treason is punishable by immediate summary execution, clone replacement, and a severe reduction in your posthumous happiness rating.

Colossus, Arise! - Dungeon Crawl Classics RPG

Length: 4 hours
GM: Jon Wilson
Type: RPG
System: Dungeon Crawl Classics
Edition: There is only ONE.
Players: 5
Provided: All characters provided by GM
Power Level: 8th
Variations: Sure, why not?
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

The cosmic balance of law and chaos is unexpectedly upturned, threatening an endless plunge into upheaval, madness, and destruction on the back of the unceasing rise of Eternal Chaos. Stop it if you can in this 8th Level Dungeon Crawl Classics RPG adventure! Characters provided. New players welcome, but this is the deep end of the game, so be ready for the riptide.
Website: /goodman-games.com/

Illuminati the Card Game

Length: 4 hours
GM: Anthony De Maria
Type: Card
System: Illuminati the Card Game
Edition: 2nd Edition
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

Illuminati is a card game made by Steve Jackson Games, inspired by the 1975 book series The Illuminatus! Trilogy by Robert Anton Wilson and Robert Shea. The game has ominous secret societies competing with each other to control the world through various means, including legal, illegal, and even mystical.

Illuminati the Card Game

Length: 4 hours
GM: Anthony De Maria
Type: Card
System: Illuminati the Card Game
Edition: 2nd edition
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Illuminati is a card game made by Steve Jackson Games, inspired by the 1975 book series The Illuminatus! Trilogy by Robert Anton Wilson and Robert Shea. The game has ominous secret societies competing with each other to control the world through various means, including legal, illegal, and even mystical.

Cthulhu Wars

Length: 4 hours
GM: Jill Gelster
Type: Fantasy Miniatures
System: Cthulhu Wars
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Old Ones have risen! Monsters walk the Earth! Humanity is finished, but the struggle continues. Which Great Old One will rule the ruins of Earth? Now, you take charge! Choose 1 of 8 asymmetric factions to battle over the Earth to see who gets to devour it!

No experience necessary. The rules are easy to learn and each faction proceeds to break the rules in different horrifying ways.

Stolen!

Length: 8 hours
GM: Jim Puder
Type: RPG
System: Hero System
Edition: 4th/5th
Players: 6
Provided: Players must provide own characters
Power Level: Up to 14 DC, 35 PD/ED, 5-7 Speed, OCV/DCV 9-13 on a sliding scale
Variations: No more than two levels of Find Weakness on any target, no cosmic power pools, do not mess with the speed chart
Rules Knowledge: Experience Useful
Game Content: Mainstream

PowerKnight, a well known and respected superhero, has had his armor stolen. He is recruiting people to help him find out who stole it and get it back. Meanwhile, the thief has been using it to commit multiple crimes, causing mayhem and a loss of trust in PowerKnight. Will you help him get his suit back, and in the process, restore his reputation?

Clank: Catacombs

Length: 4 hours
GM: Jay Fitch
Type: Board
System: Clank: Catacombs
Edition: Clank Catacombs
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

The catacombs of the skeletal dragon UMBROK VESSNA are mysterious and dangerous. Portals transport you all around the Dungeon depths. Wayshrines offer vast riches to intrepid explorers. Prisoners are counting on you to free them.
Ghost, once disturbed, may haunt you to death.
Each trip into the catacombs is unique, as you lay tiles to create the dungeon. Find your fortune and escape the Dragon.

The Devil's in the Details

Length: 8 hours
GM: Chris Muoio
Type: RPG
System: The Household
Players: 8
Provided: All characters provided by GM
Power Level: Starting
Variations: Rules for Glamour
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Littlings fall into an epic adventure across the household to rescue a wartime comrade from the olden spirits and even older pacts that threaten the fragile peace and long standing intrigues dating back to the time of the Master's disappearance from the household. From the highest rafters to the deepest depths of the basement, all eyes turn to every little detail of the actions of the smallest insignificant littleling whose hands will turn the tide of history. One way or another.

Spacer Bill Ugnuck's Wacky Races Pt.1 Phoenix Shipyard Rumble

Length: 6 hours
GM: Dennis Seiffert
Type: Sci-Fi Miniatures
System: Full Thrust
Edition: 2nd edition
Players: 8
Provided: All miniatures provided by GM
Power Level: Beginner
Variations: Vector movement
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly

This is the race that started it all over 10 years ago. Are you bold enough to fly your ship through the bustling Phoenix Shipyards?. Avoid incoming and outgoing cargo vessels to win the title of best race jockey in the sector.
This game utilizes 2D vector movement with “pool table” physics for an unforgettable experience.

Mutant Crawl Classics: The Museum at the End of Time

Length: 4 hours
GM: Scott Woodard
Type: RPG
System: Mutant Crawl Classics
Players: 5
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

With each new generation of younglings, the Tribe of Cog tests their youths fitness to serve their neolithic society as adults by sending them out on The Rite of Passage. The purpose of the Rite is two-fold. First and foremost, the younglings are tasked with going out into the untamed wilderness, surviving on their own for over one week, and with bringing back to the tribe one functioning artifact of the ancients per participant. Secondly, it is to be hoped that the stresses of the Rite will trigger the Metagenesis. For mutants, manimals, and plantients, the Metagenesis is the sudden full-flowering of their mutated genetic code and its attendant mutations.

The Reality Key 2027

Length: 4 hours
GM: Doc Cross
Type: RPG
System: Toon
Edition: Deluxe Edition
Players: 10
Provided: All characters provided by GM
Power Level: Hahaha! NO!
Variations: Maybe
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Way back in 1989, Doc ran his first Toon game at DunDraCon. It mixed toons with characters from other genres, all searching for The Reality Key. So to celebrate 50 years of DunDraCon, he's bringing it back. Things are about to get seriously funny, y'all. Audience seating should be provided.
Website: /doccross.blog/