Industrializing Asteroids and Comets will soon be a reality. In this game, you get to play the part of a Space Administrator, running the ESA, NASA, JAXA, Taikonauts, or UN Space Administration. You'll bid in Research Auctions for various Patents, then you'll Launch those Patents' manufactured products together into and/or onto a Rocket, which you'll maneuver to an asteroid or other Solar System body and land, then prospect that site, then Industrialize it. Then you'll begin producing advanced products, which you can sell for tons of cash or use to make even more advanced rockets!
In the not too distant future, the governments of the world have been replaced by vast corporations (Megacons). Each Megacon has an elite force of soldiers, called MERCS, which raid other Megacons for the purpose of sabotage, espionage, etc. The Intelligence Division at CCC has received reports that EU is developing a unique virus that they intend to use as a bioweapon. Your team is tasked with entering the research facility and erasing all research data, as well as destroying the virus.
MERCS : Recon is a cooperative game for 1-5 players.
Mansions of Madness, 2nd Ed. is a cooperative board game of HP Lovecraft horror and discovery. Players take the part of investigators entering the darkened rooms of haunted Arkham mansions and other sinister locations to discover strange secrets, solve cunning puzzles, and battle otherworldly dangers.
Warfighter WWII is a cooperative card driven game which allows you and your squad to move & fight through missions, facing hostile forces as you move from location to location and complete your objective while fighting hostile forces and possible reinforcements in each location. You have access to a wide range of skills, weapons and equipment, while your overall resources are limited and the time to complete your mission keeps you on your toes. Don't get everyone knocked down or run out of time or you will lose as a team. If you win, we'll send your squad into another mission and begin a campaign.
You will get a feel for WWII combat and we hope you will have fun fighting your way across Europe!
A Call to Arms: Star Fleet is a hexless, miniatures based game of fleet combat in the Star Fleet Universe. From small skirmishes involving single ships or small squadrons to massive fleets between rival empires, ACTASF allows even the largest fleet battles to be fought in a single evening and the smaller skirmishes can be completed in about an hour.
A Call to Arms Star Fleet is designed as a simpler and faster-playing fleet-vs.-fleet combat game. While FC can handle a nine-vs.-nine fleet battle in a long evening(SFB needs a whole day), A Call to Arms Star Fleet can resolve a 20-vs.-20 game in a moderate evening’s play. This is done by simplifying everything. There is no energy allocation; ships just move and fight. (If you take some actions that would use a lot of power in FC or SFB, it will slow your ship down (or cause some other penalty); going at high speed blocks some power-intensive actions. Your chief engineer is handling that, leaving you to fight the battle.) ACTASF uses a you-go/I-go system. Players alternate moving one ship at a time its full movement, then alternate firing the weapons of one ship at a time. (In effect, there is only one “impulse” per game turn.) Because this is the Star Fleet Universe, special(but simple) rules allow drones that don’t reach a target in one turn to remain on the map and attack on the second turn. This preserves their “influence on enemy movement” function. While ACTASF is intended for use with tabletop miniatures, you could substitute counters for the ships if you want to give the game a try.
On the western coast of Ikaris lies a temperate region known as the Celestial Coast, controlled by seven city states known collectively as the Seven Stars. With the recent unification of the Seven Stars by Tenrai the Conqueror a new martial corps was established by the warlord with the intent of guarding the newly formed nation from foreign incursion and the internal threat of demonic cults. This organization, The Celestial Guard, takes any and all who wish to defend the Seven Stars from these threats in their near constant struggle against those who would see the fledgling kingdom collapse.
In this counterfactual setting, we will explore the What If? of Noble Six as he makes his last stand on Planet Reach. The last Spartan of Reach will be joined by a team of ODST Marines as they fight through Covenant forces for a way to leave the planet before it is completely glassed. Will history be changed? Will Noble Six survive the forces of Reach? Your actions will decide their fate.
A Pathfinder Society Scenario designed for 7th-level pregenerated characters.
Years of political maneuvering, espionage, smuggling, and diplomacy have set the stage for the Aspis Consortium's most ambitious attack on their Inner Sea rivals: the Pathfinder Society. All that remains are several key preparations that only an elite team of Aspis agents can arrange, and once the fireworks begin, these same agents must strike quickly and mercilessly to secure objectives - some shared and some connected to deeper plots - and escape without the Society being any the wiser.
In this adventure the players portray agents of the Aspis Consortium using 7th-level pregenerated characters. The events in this story also connect to and expand upon those in "Siege of Serpents".
As a repurposed prison, the Sandswept Hall Pathfinder lodge in Sothis is an imposing target for thieves, yet an enemy operative recently broke in, stole valuable property, and escaped into the sun-scorched deserts of eastern Osirion. The PCs are the best disposed to follow the culprit's trail. Be warned, though, for the Scorpion Coast is the battleground of powerful elemental tribes that have assailed Osirion's frontier with cruel sandstorms and deadly force for millennia.
Content in "The Sandstorm Prophecy" also contributes directly to the ongoing storyline of the Scarab Sages faction.
"The Sandstorm Prophecy" is the first scenario in the three-part "Tyranny of Winds" campaign arc. It is followed by "Pathfinder Society Scenario #8-10: Secrets of the Endless Sky" and "Pathfinder Society Scenario #8-12: Caught in the Eclipse". All three chapters are intended to be played in order.
When an impossibly vile fiend proves too powerful to destroy, the forces of good often resort to banishing or sealing the villain away to be remembered only in fearsome legends. Less common are the instances in which wrongdoers bound benevolent titans and demigods, yet Society agents recently uncovered just such a prison. Few know how to unlock such a jail, much less locate the key. The Society has identified just such a sage: a disgraced efreeti who has sworn to share her priceless knowledge in exchange for the PCs' assistance. The Pathfinders travel to the cosmopolitan melting pot of Zjarra on the Plane of Fire, where they must fulfill the cruel genie's schemes - or find some other way to fulfill the deal.
Content in The Cindersworn Pact also contributes directly to the ongoing storyline of the Exchange faction.
The Cindersworn Pact is the first scenario in the two-part "Forged in Flame" campaign arc. It is followed by Pathfinder Society Scenario #8-11: Cleansed With Fire. Both chapters are intended to be played in order.
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!
Paid $5 a night for a three-night dream study, you are under the care of a university hospital. What could possibly go wrong? Set in the classic H.P. Lovecraft 1930s.
No word has come from the Mission of St. Undile, the Un-Pained for over a year. No word has come from the group of young priests who went to investigate a month ago. Now the Church Elders have asked you to investigate the disappearance of the investigators and find out what happened to the Lost Mission.
Throughout history there have been certain events and innovations that irrevocably altered the course of human development: the taming of fire, cultivation, animal husbandry, the wheel, the printed word, splitting the atom, sliced bread. Sorcerer Character Has Warrior Adventure is not one of these things; it's just a game that uses funny dice.
Wanna punch Nazis? Wanna punch werewolf Nazis? Wanna punch werewolf Nazis as the children of the Gods? Come play this game where you, uh, do that.
Okay, you can also shoot Nazis, cast spells on Nazis, and do other things to Nazis. Those are also allowed. Along the way maybe you'll be heroes. Or maybe you'll just make things worse.
Champions- Superhero game. Players can bring their own characters or play premade characters provided by the GM. It is based on the Hero Games Champions system 5th edition.
Hidden in the remote southern range of the World's Edge Mountains lies a mysterious necropolis known in legend as the Tomb of the Iron Medusa. When the last heir of the dungeon's long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.
Written by fan-favorite author Mike Shel, Tomb of the Iron Medusa features an expansive necropolis of crypts and tombs, all guarded by devious traps, strange puzzles, fiendish monsters, bizarre creatures, and the undead remnants of a once-powerful aristocracy.
Industrializing Asteroids and Comets will soon be a reality. In this game, you get to play the part of a Space Administrator, running the ESA, NASA, JAXA, Taikonauts, or UN Space Administration. You'll bid in Research Auctions for various Patents, then you'll Launch those Patents' manufactured products together into and/or onto a Rocket, which you'll maneuver to an asteroid or other Solar System body and land, then prospect that site, then Industrialize it. Then you'll begin producing advanced products, which you can sell for tons of cash or use to make even more advanced rockets!
In this one-hour Rules Explanation, any Beginners will learn the Legacy Expansion to High Frontier, plus one Module of the Colonization Expansion (Advanced Supports).
Industrializing Asteroids and Comets will soon be a reality. In this game, you get to play the part of a Space Administrator, running the ESA, NASA, JAXA, Taikonauts, or UN Space Administration. You'll bid in Research Auctions for various Patents, then you'll Launch those Patents' manufactured products together into and/or onto a Rocket, which you'll maneuver to an asteroid or other Solar System body and land, then prospect that site, then Industrialize it. Then you'll begin producing advanced products, which you can sell for tons of cash or use to make even more advanced rockets!
In this one-hour Rules Explanation, any Beginners will learn the remaining 3 essential Modules of the Colonization Expansion (Bernals, Colonists, TW/GW Thrusters and Freighters).
oin Keith Baker, MSC's gaming guest of honor, for a session of his game Gloom. In this game, you use transparent cards to tell the tragic tale of your family; you want to inflict as much misery on your own characters, while keeping your opponents happy and alive. A miserable time is promised for all!
I will have several just-released games, and one pre-released title. Have in hand a pre-production (but very finished looking) "878 Vikings: Invasions of England" by Academy Games, the just-shipped "Final Act" from Tyto Games, and recent GMT releases like Fields of Despair and Pericles. Look at the games up close, and we'll play Vikings and Final Act.
I may have newly released Battle of Britain from Plastic Soldier and the Battle of Britain Starter Set from Ares as well!
In this Mortal Kombat X Tournament, players will fight it out in a player vs player battle. Use your skills to beat out everyone else.
Featuring Klassics such as Scorpion, Sub-Zero, Raiden and Kano, as well as new characters such as Cassie Cage, Kotal Kahn, Ferra-Torr and D'Vorah, the roster will include fan favorites where both good and evil must battle it out.
Sign-up for this game is in the Video Game Room. The winner of this tournament will receive a prize.
The Land of Andor is in danger. From the mountains and forests, enemies are advancing towards the castle of old King Brandur. Only your small band of heroes stands in their way. Will you succeed in defending the castle and protecting Andor?
Legends of Andor is a cooperative board game for two to four heroes. Live the legendary tales as you unite to battle ever-encroaching enemy forces.
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.
Fluxx is a card game where the rules, the goal, and everything else might change at any time - and there's a variety of themed decks! Everything from Zombies to Pirates to Science Fiction tropes, even Cthulhu has been adapted to the mighty Fluxx system. So play those keepers to meet the current goal and find a way to use actions to make the others lose! And hope you don't have to switch hands!
In Catan (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources (cards)—wood, grain, brick, sheep, or stone—to build up their civilizations to get to 10 victory points and win the game.
Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.
Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.
Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
Industrialize and Colonize the High Frontier- make trillions of dollars in the Space Industry. You'll lead your Space Administration (ESA, NASA, JAXA, Taikonauts, or UN Space Admin.) to victory by settling and industrializing a number of sites all across the Solar System, then building advanced technologies to sell or use in making even better technologies possible. Once there are (# of Players-1) Futures completed, highest score wins it.
Choose two of your favorite Mario characters and hit the race track. Best driver and competitor who can master the course with the best time wins it all!
Sign-up for this game is in the Video Game Room. The winner of this tournament will receive a prize.
Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
Liar's Dice is a dice game where each player is given five dice and cup to roll and hide them with. Players make successively higher declarations regarding the results of all the dice remaining in the game, e.g. "there are ten sixes". However, someone can always contest the bid. When that happens, all the dice are revealed and either the bidder or the caller loses dice, depending on who was correct. The last player with dice is the winner.
The forces of evil are threatening to overrun Hogwarts! It’s up to the students to ensure the safety of the school by defeating villains and consolidating their defenses.
Players take on the role of Harry, Ron, Hermione or Neville, each with his or her own personal deck of cards. To secure the castle the students must work together to build more powerful decks, using iconic Wizarding World characters, spells, and items. Defeat all the villains, including He-Who-Must-Not-Be-Named, and win the game!
nfinity is a tabletop wargame in which sci-fi themed miniatures are used to simulate futuristic skirmishes. Infinity recreates Direct Action operations, high-stakes missions in the battlefront or behind enemy lines, where victory or death are a trigger pull away. Players command a small group of elite soldiers, chosen for their adequacy to the mission parameters at hand. Each battle calls for a different composition, and building an effective team from hand-picked members of different regiments is key to a successful operation. Infinity is a groundbreaking, dynamic system that allows you to make meaningful, fun choices throughout the entire game sequence, and gives you the tools to implement any number of strategies with realism and flexibility.
Pandemic Survival is an “extreme” version of Pandemic where 6 to 12 teams of 2 will face each other in an epic battle to save the world. Your goal: to be the first team to find all four cures, or to be the last team still alive at the end of the game.
In this tournament-style version of the game – that cannot be found anywhere else – all teams will face the same problems: your player cards will all be placed in the same order before the game; the infected cities are the same for everyone; the Epidemics strike at the same time for all teams; every team has the same role cards. The only difference is the decisions you will make!
The winning team will receive prizes supplied by Asmodee NA as well as an invitation to Pandemic Survival Nationals at Gencon.
An ancient evil is stirring. You are part of a team of unlikely heroes engaged in an international struggle to stop the gathering darkness. To do so, you’ll have to defeat foul monsters, travel to Other Worlds, and solve obscure mysteries surrounding this unspeakable horror. The effort may drain your sanity and cripple your body, but if you fail, the Ancient One will awaken and rain doom upon the known world.
Eldritch Horror is a cooperative game based on the fiction of H.P. Lovecraft and inspired by the classic board game Arkham Horror. In Eldritch Horror, investigators travel the globe in an urgent quest to save the world from a diabolical, omnipotent Ancient One.
A group of heroes, guided by mystic visions, descends into the maw of Perdition's Mouth, a system of caverns that twists and turns beneath the earth. Within the caverns, a corrupt cult has gathered, where it hopes to summon a terrible demon to the surface.
Perdition's Mouth is a different type of fantasy co-op dungeon crawl for 1-6 players. Each player has a unique deck of cards that they use, and all actions have to be carefully planned out on a rondel. Combat is diceless and easily resolved.
Memoir '44 is a historical game in which players command groups of infantry, armor, and artillery in WWII battles on an oversize hex game board. Each battle scenario mimics the historical terrain, troop placements and objectives of each army. Deploying forces through a variety of Command cards, the smart commander uses the unique skills of his units to their greatest strength. Easy to learn and fast-paced, Memoir '44 requires strategic card play and an aggressive, yet flexible battle plan to achieve victory. Time permitting, we will switch sides and play the same scenario twice.
Terra Mystica in all its shiny glory: 6 more races, new terrains, faction auction, extra final bonus scoring, variable turn order. In addition, there will be the 4 town tiles, bonus card, and scoring tile that were parts of giveaways and collected in the Erweiterungsbogen mini-expansion with the new landscape tiles, which will also be played.
Familiarity with the Terra Mystica base game is recommended, Knowledge of the expansions is not necessary to play.
Warfighter WWII is a cooperative card driven game which allows you and your squad to move & fight through missions, facing hostile forces as you move from location to location and complete your objective while fighting hostile forces and possible reinforcements in each location. You have access to a wide range of skills, weapons and equipment, while your overall resources are limited and the time to complete your mission keeps you on your toes. Don't get everyone knocked down or run out of time or you will lose as a team. If you win, we'll send your squad into another mission and begin a campaign.
You will get a feel for WWII combat and we hope you will have fun fighting your way across Europe!
Heroscape is a minitures strategy board game mixing all genres from fantasy elves and dragons to historic romans and paratroopers to science fiction robots and aliens into a single hodge podge of anarchistic delight!
A long-deserted castle stirs with new life. Decades ago, the dungeons beneath Castle Greyheim teemed with wealth and danger, but were eventually emptied. Now explorers report that the monsters have returned and huge treasures await those brave and foolhardy enough to enter the dungeons.
Players are encouraged to bring a pencil and dice. All other materials, including pre-generated characters, are provided.
You are a member of a RRR(Recon, Repair, Rescue) Team in Antarctica. Your team generally heads out to outposts that are overdue for checking in or that have had some sort of accident. You and your team are to head to a location called Outpost X, a so called facility that doesn't appear on any of your maps and the only details you are given is that the outpost is "overdue". So you and your team gear up to head out, curious as to what Outpost X really is.
On the western coast of Ikaris lies a temperate region known as the Celestial Coast, controlled by seven city states known collectively as the Seven Stars. With the recent unification of the Seven Stars by Tenrai the Conqueror a new martial corps was established by the warlord with the intent of guarding the newly formed nation from foreign incursion and the internal threat of demonic cults. This organization, The Celestial Guard, takes any and all who wish to defend the Seven Stars from these threats in their near constant struggle against those who would see the fledgling kingdom collapse.
Momma Murphy was a shining beacon of hope in the Burbs. She took in lost children and gave them a loving home, regardless of their race. She was so respected, even the local gangs gave her home protection. But here you are, at her funeral. Someone killed your mom, and they're going to pay.
Shadowrun Anarchy is a lighter version of Shadowrun that plays quicker, although still uses buckets of d6.
Recent discoveries suggest that what seemed a simple theft is part of a grander plot that directs the PCs to the floating metropolis of Armun Kelisk, capitol of the djinni empire. As the Pathfinders pursue the culprit and uncover the past that has brought them in conflict, they may find they have more in common than they had expected - including a shared enemy.
Content in "Secrets of the Endless Sky" also contributes directly to the ongoing storyline of the Sovereign Court faction.
"Secrets of the Endless Sky" is the second scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by "Pathfinder Society Scenario #8-08: The Sandstorm Prophecy" and followed by "Pathfinder Society Scenario #8-12: Caught in the Eclipse". All three chapters are intended to be played in order.
Few places on the Plane of Fire are as rich in folklore, opportunities, and material wealth as the City of Brass, and it is there that the disgraced efreeti Qalkami aims to reestablish her credentials with the Society's help. Only by teaming up with this genie - at least in name, if not in spirit or practice - can the PCs both secure the secrets she owes the Society and help topple a major fixture of the City of Brass. None are better equipped than Pathfinders to infiltrate forbidden districts, crush an evil operation, and make the most of the chaos that ensues, but in a metropolis built largely of superheated metal, can the PCs take the heat?
Content in "Cleansed With Fire" also contributes directly to the ongoing storyline of the Exchange and Liberty's Edge factions.
"Cleansed With Fire" is the second scenario in the two-part "Forged in Flame" campaign arc. It is preceded by "Pathfinder Society Scenario #8-09: The Cindersworn Pact". Both chapters are intended to be played in order.
The snowcapped summits and volcanic peaks of the Kullan Dei range cut across Tian Xia, yet there is more to these mountains than ice and wind; the Pathfinder Society has learned of a priceless artifact hidden within a dormant volcano long ago. As the PCs retrace the path of an ancient hero, will they conquer the mountains or perish as have so many who came before?
[Previously 05-08, called Poisoning the Well on Debrief Log]
Sunshine, fresh air, the smell of manure, plus wheat, corn, and soy fields as far as the eye can see. It's enough to make you miss the CZ. A Shadowrun Missions Living Campaign adventure. Shadowrun 5th Edition character needed.
Defenders of the realm, test your mettle against the quickenings of the Fey Wild. The power of King's Blood can only hold the quickening to the borders of the shire for so long. Only you, the Chosen, called by the land, can end the quickening into the land of men. It's the 10th century and the land of the Anglo-Saxons is coming out of the Dark Ages. The tales of magic have been all but lost down the centuries to the Dream of the Fey.
This Stronghold game by Mike Fitzgerald is a trick-taking card game in which players collect Diamonds - not cards bearing that suit, mind you, but rather actual "Diamond Crystals". What makes the game of Diamonds different from other trick-taking card games is that when you cannot follow suit you get a "Suit Action" based on what suit you do play. Suit Actions are also taken by the winner of each trick, as well as at the end of a full Round of play. Whoever has the most points in Diamond Crystals at the end of the game wins! The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at Atlanta Game Fest in May (as well as a free badge to Atlanta Game Fest)!
Wanna punch Nazis? Wanna punch werewolf Nazis? Wanna punch werewolf Nazis as the children of the Gods? Come play this game where you, uh, do that.
Okay, you can also shoot Nazis, cast spells on Nazis, and do other things to Nazis. Those are also allowed. Along the way maybe you'll be heroes. Or maybe you'll just make things worse.
Something wicked - and monstrous - stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations!
Liar's Dice is a dice game where each player is given five dice and cup to roll and hide them with. Players make successively higher declarations regarding the results of all the dice remaining in the game, e.g. "there are ten sixes". However, someone can always contest the bid. When that happens, all the dice are revealed and either the bidder or the caller loses dice, depending on who was correct. The last player with dice is the winner.
In Catan (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources (cards)—wood, grain, brick, sheep, or stone—to build up their civilizations to get to 10 victory points and win the game.
Liar's Dice is a dice game where each player is given five dice and cup to roll and hide them with. Players make successively higher declarations regarding the results of all the dice remaining in the game, e.g. "there are ten sixes". However, someone can always contest the bid. When that happens, all the dice are revealed and either the bidder or the caller loses dice, depending on who was correct. The last player with dice is the winner.
In this quick-playing, push-your-luck dice game, you attempt to create the tallest stack of dice in order to gain the highest score per turn. To play, roll three dice and add two of them to an ever-climbing stack of dice. You can choose to stop rolling and score your stacked dice at any time, but pushing your luck will net you more points if you succeed. Continue as long as you dare – but like the stone cutter of legend, who was never satisfied, you may find yourself with naught, right back where you began. The wise will distinguish ambition from reaching beyond one's means.
In this quick-playing, push-your-luck dice game, you attempt to create the tallest stack of dice in order to gain the highest score per turn. To play, roll three dice and add two of them to an ever-climbing stack of dice. You can choose to stop rolling and score your stacked dice at any time, but pushing your luck will net you more points if you succeed. Continue as long as you dare – but like the stone cutter of legend, who was never satisfied, you may find yourself with naught, right back where you began. The wise will distinguish ambition from reaching beyond one's means.
Just a chess enthusiast who want to have fun playing chess. all welcome, I don't mind teaching newer players and would love to play some experienced players as well.
In the Magic: The Gathering – Arena of the Planeswalkers, players customize the battlefield by designing the map then placing terrain and powerful glyphs. Then players choose one of five different Planeswalkers and move their figure and unique creature squads around the map in a race to out-maneuver opponents and gain tactical advantages! Cast devastating spells, summon powerful squads, and tap into your unique Planeswalker abilities to defeat your opponents. Be the last Planeswalker standing to win!
The game takes place on the drifting, mana-rich world of Shandalar.
We all have a common desire - the desire for happiness. As we build our life, taking steps towards the pursuit of happiness, we come closer to the realization that happiness lies in the pursuit.
The Pursuit of Happiness is a game that lets you live out the life you always wanted. You can take on projects, buy items or do activities, get jobs and promotions, and establish relationships and families.
This is your life. How much will you be able to achieve in just one lifetime?
I am being sent the brand new 'starter set' for Wings of Glory and some of the 'squadron packs.' We will spend the session on Battle of Britain scenarios (plus some extra wrinkles).
If someone has Wings of Glory (or the old Wings of War) planes for WW2, they are welcome to bring their own.
Children under 14 accepted if a parent is PLAYING actively in the game.
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. Players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.
You pull from a regular deck of cards. Shuffle those all together and deal them out so each person has 4 cards. They can't look at them until the game starts though. Place spoons on the table (enough for all except one player). Position them fairly, so each person pretty much has the same chance to grab one. You have one person (this job rotates hand to hand) start calling out 'pass'. How you pass is to select one card from your hand, put it on the table face down next to the person on your right, then you pick up the card the person on your left put down. You keep doing this until 1) you get 4 of a kind or 2) someone else gets four of a kind. At this point you grab a spoon, and the person who doesn't get a spoon gets a 'pig' point. Once you get 3 pig points you are a hog. If you are a hog you have lost, but you can still be part of the game. Hogs can talk to game players, but if a game player talks to a hog they get a pig point. Of course the winner is the person left when everyone else is a hog.
You pull from a regular deck of cards 4 of a kind for each person playing. Shuffle those all together and deal them out so each person has 4 cards. They can't look at them until the game starts though. Place spoons on the table (enough for all except one player). Position them fairly, so each person pretty much has the same chance to grab one. You have one person (this job rotates hand to hand) start calling out 'pass'. How you pass is to select one card from your hand, put it on the table face down next to the person on your right, then you pick up the card the person on your left put down. You keep doing this until 1) you get 4 of a kind or 2) someone else gets four of a kind. At this point you grab a spoon, and the person who doesn't get a spoon gets a 'pig' point. Once you get 3 pig points you are a hog. If you are a hog you have lost, but you can still be part of the game. Hogs can talk to game players, but if a game player talks to a hog they get a pig point. Of course the winner is the person left when everyone else is a hog.
Fluxx - The card game with ever changing rules! It starts out simple, with just the basic rule card: draw one card and play one card during each player’s turn. Come on and play the newest edition - Math Fluxx! Make the numbers meet the goal, or use the Plan B meta rule and have a second way to win!
In Catan (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources (cards)—wood, grain, brick, sheep, or stone—to build up their civilizations to get to 10 victory points and win the game.
Your quiet little 16th century village has suddenly become infested with some very unfriendly werewolves...can you and the other villagers find them before they devour everyone?
Ultimate Werewolf is the ultimate social party game for players of all ages. Each player has an agenda: as a villager, hunt down the werewolves; as a werewolf, convince the other villagers that you're innocent, while secretly dining on those same villagers each night. Dozens of special roles are available to help both the villagers and the werewolves achieve their goals while thwarting their opponents.
The rounds are generally fast paced and the last man standing determines everyone's fate..good or bad. Which side will you find yourself on? May the best man or wolf win!
Few people know the tale of Bloody Bill, a pirate known for his rampages across the Gulf of Mexico.... now his body has been recovered, along with his ship. They intend to give him a proper burial, but to do so, they have to separate him from his treasure.... with grave consequences. Will our rag tag band of heroes be able to stop Bloody Bill's final act of high seas piracy?
GM will provide character sheets and will have extra dice and pencils if needed. Players wanting to bring their own materials should bring pencil / pen and paper, and 2d6.
The character’s investigations have led them onto the trail of Robert “Bob” Nikolaidis, a nondescript individual who was reportedly involved in the murder of a number of people and the disappearance of another. All evidence indicates that Bob himself is not much of a threat, and although those who have put him under surveillance aren’t exactly sure what he is, they don’t expect that bringing him in will be too difficult of a task.
More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it's up to the PCs to solve a puzzle whose pieces are scattered across Absalom - and whose prize dates back to the Society's darkest years.
"The Wounded Wisp" is an evergreen, replayable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom's greatest sites.
The Society's investigations have borne fruit, but they've also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society's allies disappeared while seeking a powerful weapon. In this shadowy urban landscape, it's up to the PCs to find the lost operative, track down this relic, and bring it to bear against the ancient evil that now threatens them all.
"Caught in the Eclipse" is the final scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by "Pathfinder Society Scenario #8-08: The Sandstorm Prophecy" and "Pathfinder Society Scenario #8-10: Secrets of the Endless Sky". All three chapters are intended to be played in order.
The King is dead. The city is being ravaged by a plague. Those who die from the plague rise as dreadful undead. The players must find the source of this plague, bringing them down into the undercity, where an ancient evil lurks.
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.
Come meet Gaming Guest of Honor Keith Baker, who will do an introduction and Q&A about Phoenix: Dawn Command, a card-based RPG in which death is how your character grows stronger. After this introduction, he'll help you create a character ready to enter the world of Phoenix!
An ancient evil is stirring. You are part of a team of unlikely heroes engaged in an international struggle to stop the gathering darkness. To do so, you’ll have to defeat foul monsters, travel to Other Worlds, and solve obscure mysteries surrounding this unspeakable horror. The effort may drain your sanity and cripple your body, but if you fail, the Ancient One will awaken and rain doom upon the known world.
Eldritch Horror is a cooperative game based on the fiction of H.P. Lovecraft and inspired by the classic board game Arkham Horror. In Eldritch Horror, investigators travel the globe in an urgent quest to save the world from a diabolical, omnipotent Ancient One.
A group of heroes, guided by mystic visions, descends into the maw of Perdition's Mouth, a system of caverns that twists and turns beneath the earth. Within the caverns, a corrupt cult has gathered, where it hopes to summon a terrible demon to the surface.
Perdition's Mouth is a different type of fantasy co-op dungeon crawl for 1-6 players. Each player has a unique deck of cards that they use, and all actions have to be carefully planned out on a rondel. Combat is diceless and easily resolved.
Terra Mystica in all its shiny glory: 6 more races, new terrains, faction auction, extra final bonus scoring, variable turn order. In addition, there will be the 4 town tiles, bonus card, and scoring tile that were parts of giveaways and collected in the Erweiterungsbogen mini-expansion with the new landscape tiles, which will also be played.
Familiarity with the Terra Mystica base game is recommended, Knowledge of the expansions is not necessary to play.
Are you not entertained! is a gladiator skirmish game for two or more players in which each player takes control of one of more gladiators, fighting it out in an arena of death until a champion emerges. The game uses very simple mechanics but allows players to use tactics and strategy to attempt to gain the upper hand for their gladiator.
Ogre is a near future wargame of armored combat. 2017 marks Ogre's 40th Anniversary! Come out and smash a few command posts or participate in the ceasefire collapse!
On the western coast of Ikaris lies a temperate region known as the Celestial Coast, controlled by seven city states known collectively as the Seven Stars. With the recent unification of the Seven Stars by Tenrai the Conqueror a new martial corps was established by the warlord with the intent of guarding the newly formed nation from foreign incursion and the internal threat of demonic cults. This organization, The Celestial Guard, takes any and all who wish to defend the Seven Stars from these threats in their near constant struggle against those who would see the fledgling kingdom collapse.
Modok is putting together a team to pull off the greatest heist ever, and he wants you on it! The money is good, and the super heroes are too busy battling each other to get in the way. Still, super villain team-ups rarely work out. You may have to double cross your team before they can do it to you!
In Marvel Heroic Roleplaying, experience all the pulse-pounding action and nail-biting drama of the Marvel Universe. Players take on the roles of Marvel's greatest heroes - or villains. Remember, with great power comes great responsibility. Or, you know, the chance to make a boat-load of money and kick back on a beach in a non-extradition country. Whatever. Your choice.
A Pathfinder Society Special designed for 6th-level pregenerated characters.
Even the limitless Plane of Air is at risk of Eldritch instability, and a cult dedicated to the planes' integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom's heart and avert a disaster that threatens the Inner Sphere.
Among the earliest Pathfinders was Gojan the Sharp, famed for his studies of the technology-strewn wasteland of Numeria before he disappeared forever into the infamous Silver Mount. The Pathfinder Society has uncovered a forgotten cache of Gojan's Numerian journals, identifying sites unknown even to the local barbarian chieftains. The time is right to unearth a pristine piece of alien technology! However, Pathfinders should remember that for every untouched marvel that remains, an unblinking sentry may lie in wait.
The Peerless Empire of shaitan genies has warred with its fiery counterpart for centuries and thinly stretched resources leave the shaitans in need of additional aid. They have founded a new state-sanctioned mercenary company known as the Ungrounded, which draws upon free agents from across the multiverse. One of the Society's few friends on the Plane of Earth has recommended at least a handful of Pathfinders join the Ungrounded, knowing that even a few months' service could dramatically enhance the Society's reputation (and fill those agents' pockets) in this distant realm. The PCs travel to the magnificent Opaline Vault as the Society's first envoys, but in doing so they must survive the otherworldly threats that lurk in both this strange environment and within their own ranks.
Content in "Ungrounded but Unbroken" also contributes directly to the ongoing storyline of the Sovereign Court faction.
The mist-shrouded Gloomspires have defied local seafarers and treasure hunters for centuries, but Venture-Captain Calisro Benarry has nearly unlocked the secrets of the spire where the dread pirate Sevenfingers hid his treasure. Great prizes beget jealous rivals, though, and the PCs must be prepared to fend off all others who desire Sevenfingers's riches - rivals both past and present.
The Company is a little down on its luck, and the officers (the players) are looking for work. Good news: there's a notorious weapons dealer nearby with a huge bounty on their head. Bad news: you're at MercCon, with 2000 other mercenaries who had the same idea you did. Can you lead your fire teams to success for the Company and payday, or will you be eating bullets for breakfast?
Rift's Earth is a scary and dangerous place, even more so if you're an escaped Coalition Dog Boy. Still, you're a good dog, and you can make the world a better place. When a powerful tome of dark magic goes missing, you and your friends are sent to find it before it can fall into the wrong hands. This game is using the Savage Worlds version of Rifts.
This game from Smirk & Dagger is a casual-style, card-drafting game in which you quickly build your hand each round, collecting cards you want and poisoning your opponent's hand by passing along cards you think they can't use. Whoever holds the most of a given suit, gains the power of that suit to attack, heal, acquire Light or Shadow magicks and score victory points. Will you transform all your rivals into ravens - or can they regain their human form in time to score enough victory to win? The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at Atlanta Game Fest in May (as well as a free badge to Atlanta Game Fest)!
400pt golden age. Standard, and Tiny Figures only. Battle royal format. You will be facing a colossal. Try to defeat the colossal before it wipes out all opposing forces.
You've been asleep for too long. You woke up and the world is not as you thought it was, but the mission is still the same. Can you save the world or do you let it perish?
A haunting melody lingers upon the foul mists that swirl along the outskirts of Fauligmere, creating an unnatural tension among the town’s inhabitants. Legends of a witch suggest that the unfortunate events plaguing the fishing village are something more than a run of bad luck. Someone (or something) sinister is surely responsible. Players are pit against nobles of questionable intent, a mystery shrouded in speculations, and a group of fanatics that are quick to answer any cry of witchcraft.
Something wicked - and monstrous - stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations!
Come join our Head of Gaming as she runs Ghost Blitz for the kids..
Ghost Blitz is the lightning fast shape and color recognition game that is sure to test the reflexes of kids, families and gamers alike. In Ghost Blitz, five wooden items sit on the table waiting to be caught: a white ghost, a green bottle, a cute grey mouse, a blue book, and a comfortable red chair. Each card in the deck shows pictures of two objects, with one or both objects colored the wrong way. With all players playing at the same time, someone reveals a card, then players grab for the "right" object – but which object is right?
In Catan (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources (cards)—wood, grain, brick, sheep, or stone—to build up their civilizations to get to 10 victory points and win the game.
Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
Advance Copies of several games. We will see VentoNuovo's "Bloody Monday- Borodino," in prototype form, Academy's "878 Vikings Invasions of England" in pre-production prototype (but looking very finished!), plus early releases of Tyto Games "Final Act." We may have an advance copy of Plastic Soldier's newest "Battle of Britain" game.
We will have a combo of games to play and games to look at (we'll play the shorter, easier games).
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. Players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.
In A Feast For Odin, you take on the role of a group of Vikings as they work to increase their holdings and prestige. This is accomplished through raiding and pillaging, exploration, animal husbandry, and trading. Each turn, the players are provided with a set of limited actions to choose from. But once an action has been taken, it is no longer available for use. People that have played any of Uwe Rosenberg’s past games (Agricola, Caverna, or Fields of Arle for example) will find this to be very familiar. In order to emerge victorious as the most powerful Viking, it is going to take efficiency, planning, strategy, and a little bit of luck.
It depicts WWII on a grand scale, full global level. Up to five players can play on two different teams. The Axis which has Germany and Japan, and the Allies which has the USA, the United Kingdom, and the USSR. A full map of the world is provided, broken up in various chunks similar to Risk. The game comes with gobs of plastic miniatures that represent various military units during WWII. Players have at their disposal infantry, armor, fighters, bombers, battleships, aircraft carriers, submarines, troop transports, anti-air guns, and factories. All of the units perform differently and many have special functions. Players have to work together with their teammates in order to coordinate offenses and decide how best to utilize their production points. Players also have the option of risking production resources on the possibility of developing a super technology that might turn the tide of war.
From the makers of Cards Against Humanities comes Secret Hitler; this game is similar to games like Resistance or Deception: Murder in Hong Kong..
Secret Hitler is a social game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist, and one player is Secret Hitler. The fascists coordinate to sow distrust and install their cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. This game is similar to games like Resistance or Deception: Murder in Hong Kong.
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.
The forces of evil are threatening to overrun Hogwarts! It’s up to the students to ensure the safety of the school by defeating villains and consolidating their defenses.
Players take on the role of Harry, Ron, Hermione or Neville, each with his or her own personal deck of cards. To secure the castle the students must work together to build more powerful decks, using iconic Wizarding World characters, spells, and items. Defeat all the villains, including He-Who-Must-Not-Be-Named, and win the game!
In this game, you are the head of a farming household- "Agricola" means "farming" in Latin. You'll need to expand your little 2-room wooden shack to make room for new family members, grow your family, increase your ability to feed your bigger family, hire people to work for your farm and for your family, and build cool things, while also upgrading your home (plastering the wooden walls with clay, adding stone to the clay to keep the family warm in winter), and also ... FARMING. The Farming part is collecting Grain and Veggies, plowing fields, sowing the grain and veggies in your new fields, collecting wood, building fences and stables, and putting animals in your new pastures. At the end of 14 turns, the winneris the player who has managed to do at least a little in all (or most) of these things, while hopefully building up a good combo to make one of those areas of interest get really well developed. The best part is there's no sweating involved!")
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. Players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.
Mansions of Madness, 2nd Ed. is a cooperative board game of HP Lovecraft horror and discovery. Players take the part of investigators entering the darkened rooms of haunted Arkham mansions and other sinister locations to discover strange secrets, solve cunning puzzles, and battle otherworldly dangers.
Warfighter WWII is a cooperative card driven game which allows you and your squad to move & fight through missions, facing hostile forces as you move from location to location and complete your objective while fighting hostile forces and possible reinforcements in each location. You have access to a wide range of skills, weapons and equipment, while your overall resources are limited and the time to complete your mission keeps you on your toes. Don't get everyone knocked down or run out of time or you will lose as a team. If you win, we'll send your squad into another mission and begin a campaign.
You will get a feel for WWII combat and we hope you will have fun fighting your way across Europe!
Austria was in a twist feeling like a 3rd party to europeon politics around 1808 and a few ole boys set about planning to rectify this situation in 1809. Well, long story short things did not play out quite so satisfactorly for Austria. The battle represented in this game will be aproximately a Korp sized engagement based VERY loosely on the key players involved. Not historically accurate, just historical.
Model Substitutions may be in play due to limited time to get equal sides. So don't be terribly offended if scots greys ride with the french!
You are faery: tiny magical beings invisible to the human world with lore and legend stretching back through the eons. Your spirit is inextricably tied to your homeland, but trouble is afoot. A shadow had fallen over the Brightwood, and now it's up to you and your friends to untangle the dark mystery that threatens the joy and tradition on which faeries thrive. Are you up to the challenge?
You are an immortal, the blood of kings flows within you, and you are being hunted. After witnessing the beheading of an Immortal friend at the hands of special forces soldiers, you leave the life you had built and disappear. At least, you thought you could. These soldiers continue to track you wherever you may go. Worse yet, it appears that a group of other Immortals have also been on the run and now they are here with you. The very people you seek to avoid are being drawn together. Will you survive the Witch Hunt? Whom will survive?
In this modern (near-future) rendition of Highlander, you play the role of an Immortal whom is being hunted by a team of special forces. Who they are and what they want with you is unknown. You are not alone. Other Immortals are also being hunted as the Gathering draws you all together. Now you must join forces with those you should be fighting in order to stay alive. In the end, there can be only one.
Set in the universe of The Lightbringer series by Brent Weeks, a world where magic consists of light split into various colors of the substance known as Luxin. This adventure follows a party of Blackguards, the "secret service" to high ranking members of the government. When their charge is kidnapped, the characters must find him before their time is up.
With Maeve's death, our erstwhile changeling protagonists can finally breath a sigh of relief. That's until the new Winter Lady gives them a task they'd better not refuse. We'll be using the Dresden Accelerated system.
Among the greatest crimes committed during an attack on the Grand Lodge was the abduction of a high-ranking member of the Pathfinder Society. The Society has tracked the kidnapped to another plane of existence, where his captor is preparing to sell her prize to a host of otherworldly bidders. Can the PCs intervene and mount a rescue before the esteemed captive disappears forever?
Content in "Abducted in Aether" also contributes directly to the ongoing story line of the Grand Lodge faction.
A Pathfinder Society Scenario designed for 8th-level pregenerated characters.
A parasitic faction known as the Korholm Agenda has tried to corrupt the upstanding Aspis Consortium from the inside out, all in the vain pursuit of revenge and profit. Now one of the powerful Aspis Patrons has learned that the Korholm Agenda has siphoned the Consortium's funding to build a base of operations in Nidal. This shall not stand. He has assembled a team of top agents - including both new faces and veterans of the attack on the Grand Lodge a year ago - to infiltrate the operation and shut it down by any means necessary.
In this adventure the players portray agents of the Aspis Consortium using 8th-level pregenerated characters. Content in "Serpents' Ire" also ties into a special metaplot element from Pathfinder Society Special #6-98: "Serpents Rise." Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.
To most, Mount Shibotai's devastating eruption was a footnote in Tian history. To the shadow-bound wayangs who settled the jagged crater in Minata, the volcano was the reason they inhabited Golarion at all. In their de facto capitol Inahiyi, the wayangs host an annual festival to commemorate the catastrophe that brought them into this world and forced them to ally with their neighbors against a common threat. On especially auspicious anniversaries, the wayangs invite foreigners to contribute to the ceremony, and the Pathfinder Society has negotiated the privilege of having its agents observe the sacred ceremonies as these outside participants. This is no mere anthropological opportunity, though, and the PCs may be all that stands between their world and an unspeakable evil.
The mist-shrouded Gloomspires have defied local seafarers and treasure hunters for centuries, but Venture-Captain Calisro Benarry has nearly unlocked the secrets of the spire where the dread pirate Sevenfingers hid his treasure. Great prizes beget jealous rivals, though, and the PCs must be prepared to fend off all others who desire Sevenfingers's riches - rivals both past and present.
"Atom Bomb Baby / Board Game Night: Mayor Dewey accidentally unleashes radioactive gem monsters due to a misunderstanding of alternative energy; A cursed board game leads to Steven getting to live out one of his favorite movies." A double feature of short scenarios using the light and wild Cartoon Action Hour, based on the awesome TV show.
The Company is a little down on its luck, and the players, the mercenary officers of the Company, have found a job. A notorious weapons dealer with a bounty on their head is nearby. Unfortunately, also nearby is several other mercenary companies eager to claim the bounty themselves. Can you command your fire teams to success and payday? Or will you end up eating bullets for breakfast?
Many kingdoms have recently and suddenly fallen to unexpected plagues. The plagues themselves bring everything from hordes of nightmarish creatures, to rain of blood and storms of purple lightning. Some even say that swarms of wild motes of living Chaos Magic are flittering about the land, sewing evil magic and curses wherever they roam. Wherever one of these plagues strikes, chaos, rot and disease all set in upon the land and the very Earth itself, and anything and everything which dares sets foot upon it, rots away under the influence of this foul magic and becomes a creature of death. The Capital city of Sunsanctum has issued a call to any capable adventurers to locate the source of these plagues and put a stop to them.
16th level D&D 3.5 character pregens will be provided, but players are allowed and encouraged to work with the GM to design a character of their own or modify one of the existing pregen as they would like.
In the game, players take turns forming a word using a seven-card hand and a three-card community card pool, scoring money and stock rewards based on their word. Players may use their earned money to buy one letter "patent" in the word they make. In the future, whenever another player uses one of your owned letters on their turn, you earn money from the bank. Letters that are used less frequently have special abilities, increasing their power. When enough of the alphabet has been claimed, players finish the current turn, then score all money, stock and letter patents owned. Create the most valuable empire and you can become the letter tycoon! The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at Atlanta Game Fest in May (as well as a free badge to Atlanta Game Fest)!
Take to the air as either an American or Japanese pilot. Multiple games will be played in this time slot, add ins are welcome. Various scenarios will be included from standard dog fighting, escorts, and even bombing battleships.
This is the classic AH game based on the famous book. It recreates the books feel brilliantly. Most who play this bloody game fall in love with it. But it can run long, so I will use the rules from the last WBC I attended which shorten the game some. 6 hours is still possible though if it runs long.
In Street Fighter, players will get to fight it out for ultimate glory. Stunning visuals and cool battle mechanics offer the next generation of World Warriors a chance to own their scene. The diverse roster of characters offer a wide variety of fighting styles for players to choose from. Now go pulverize each other!
Sign-up for this game is in the Video Game Room. The winner of this tournament will receive a prize.
Fluxx is a card game where the rules, the goal, and everything else might change at any time - and there's a variety of themed decks! Everything from Zombies to Pirates to Science Fiction tropes, even Cthulu has been adapted to the mighty Fluxx system. So play those keepers to meet the current goal and find a way to use actions to make the others lose! And hope you don't have to switch hands!
Coconuts is a dexterity game based on the "Monkey King" character from Chinese mythology.
In the game, players launch coconuts toward a field of cups in the middle of the playing area. But the results of your launch and the use of "Monkey King Magic" cards can alter everything. Whoever first completes a pyramid of six cups on his player board wins!
Rounds run throughout the tournament in 15 minutes games. We have prizes for the top 4, a grand prize, and a few trick shot prizes. Good luck!
Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.
We all have a common desire - the desire for happiness. As we build our life, taking steps towards the pursuit of happiness, we come closer to the realization that happiness lies in the pursuit.
The Pursuit of Happiness is a game that lets you live out the life you always wanted. You can take on projects, buy items or do activities, get jobs and promotions, and establish relationships and families.
This is your life. How much will you be able to achieve in just one lifetime?
Starting with $49 apiece, players in The Game of 49 bid to buy spaces on the 49-square (7-by-7) game board. Randomly drawn number cards are auctioned one at a time, with the highest bidder placing a chip on the matching board space. Wild/Payoff cards give players a choice of where to place their chip and also award cash to all players for their chips on the board: $7 per chip, with a payoff maximum of $49. The first player to claim four spaces in a row, in any direction, wins. The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at Atlanta Game Fest in May (as well as a free badge to Atlanta Game Fest)!
The Great Commission was definitely not easy for the Apostles to carry out. There was all kinds of opposition to the spread of the early Church. In this game, each player takes on the role of one of the Apostles, working against all opposition to spread the Christian faith throughout all the known world, working to collect the Gospels and the Epistles and publish them as the New Testament. Be warned - the 'powers that be' are violently opposed to your mission. Each turn, the Active Player will roll to see if "messages are delivered" or not. If not, there's no talking among the players. Otherwise, each player is expected to give his or her input on what cards to play, what territories to focus on, who will go on each mission, and what abilities the Apostles improve at the end of each Turn. The players are opposed by the Tribulations Deck and, if there's a 5th player, also by the Antagonist Player, who will move the Roman Legions around and hinder the Church's efforts wherever the Legions stop. For this game, we will not be using the "Martyr Difficulty Level Tribulations." Accomplishing all the objectives of the Beginners' Scenario will still be tough, but have faith- the one who perseveres to the end will be richly rewarded.
Liar's Dice is a dice game where each player is given five dice and cup to roll and hide them with. Players make successively higher declarations regarding the results of all the dice remaining in the game, e.g. "there are ten sixes". However, someone can always contest the bid. When that happens, all the dice are revealed and either the bidder or the caller loses dice, depending on who was correct. The last player with dice is the winner.
You pull from a regular deck of cards 4 of a kind for each person playing. Shuffle those all together and deal them out so each person has 4 cards. They can't look at them until the game starts though. Place spoons on the table (enough for all except one player). Position them fairly, so each person pretty much has the same chance to grab one. You have one person (this job rotates hand to hand) start calling out 'pass'. How you pass is to select one card from your hand, put it on the table face down next to the person on your right, then you pick up the card the person on your left put down. You keep doing this until 1) you get 4 of a kind or 2) someone else gets four of a kind. At this point you grab a spoon, and the person who doesn't get a spoon gets a 'pig' point. Once you get 3 pig points you are a hog. If you are a hog you have lost, but you can still be part of the game. Hogs can talk to game players, but if a game player talks to a hog they get a pig point. Of course the winner is the person left when everyone else is a hog.
Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.
Pandemic Survival is an “extreme” version of Pandemic where 6 to 12 teams of 2 will face each other in an epic battle to save the world. Your goal: to be the first team to find all four cures, or to be the last team still alive at the end of the game.
In this tournament-style version of the game – that cannot be found anywhere else – all teams will face the same problems: your player cards will all be placed in the same order before the game; the infected cities are the same for everyone; the Epidemics strike at the same time for all teams; every team has the same role cards. The only difference is the decisions you will make!
The winning team will receive prizes supplied by Asmodee NA as well as an invitation to Pandemic Survival Nationals at Gencon.
Mansions of Madness, 2nd Ed. is a cooperative board game of HP Lovecraft horror and discovery. Players take the part of investigators entering the darkened rooms of haunted Arkham mansions and other sinister locations to discover strange secrets, solve cunning puzzles, and battle otherworldly dangers.
This Live Action Roleplaying Game follows the gossip and intrigue following the scandals behind the Kindred of Memphis, known to some as the Mad City run by the White King, at least as of late. This event is run by the a long-running established group of gamers that compose Riverside Opera. More information of the game for this conventions can be found at their facebook community page: https://www.facebook.com/events/180105799145980/.
Character selection and pick-up in Ridgeway at 5 p.m.
The renowned adventuring company Acquisitions Inc. hires you to infiltrate a castle but not just any castle. This is a flying fortress built by the cloud giant Count Stratovan, who is currently preparing to destroy the Sword Coast. Your mission is to meet with his son, who claims to want to prevent the war and establish peace between the giants and the small folk. If you can learn whether the son can be trusted, discover the secrets of the castle, and... well, survive, you too can earn acclaim with Acquisitions Inc.!
A 4-hour adventure for 5th - 7th level characters and legal for D&D Adventurers League play
A long-deserted castle stirs with new life. Decades ago, the dungeons beneath Castle Greyheim teemed with wealth and danger, but were eventually emptied. Now explorers report that the monsters have returned and huge treasures await those brave and foolhardy enough to enter the dungeons.
Players are encouraged to bring a pencil and dice. All other materials, including pre-generated characters, are provided.
Ancient sorcerers. Slick conspirators. Control freak monks. Cyborg apes.
Armed with the secrets of Feng Shui, all aim to conquer the past, present, and future.
Only you have the guts, guns, and flying feet to stop them!
It's back in all its explodey, chi-blasting glory - Feng Shui, the classic game of Hong Kong-inspired cinematic action - refurbished with a fresh bag full of ammo for a new roleplaying generation!
On the western coast of Ikaris lies a temperate region known as the Celestial Coast, controlled by seven city states known collectively as the Seven Stars. With the recent unification of the Seven Stars by Tenrai the Conqueror a new martial corps was established by the warlord with the intent of guarding the newly formed nation from foreign incursion and the internal threat of demonic cults. This organization, The Celestial Guard, takes any and all who wish to defend the Seven Stars from these threats in their near constant struggle against those who would see the fledgling kingdom collapse.
Inspired by Young Yustice, Teen Titans, Runaways, and the XMen, Masks is a game about teenage superheroes finding their place in the world, with all the angst, frustrations, and superheroic antics that entails. Decide who you want to be while the entire world is trying to tell you what you are. Oh, and keep the prom from getting blown up. That's probably important too.
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
Join Keith Baker, MSC's gaming guest of honor, for a session of his new RPG Phoenix: Dawn Command. In this card-driven roleplaying game, you are a hero struggling to defend your world from a host of supernatural threats. You may not survive the mission - but it won't be the first time you've died, and it won't be the last.
When people start going missing in the CZ and the Lone Star brass don't seem to care, Detective Nick Ryder look for some outside help. A Shadowrun Missions Living Campaign adventure. Shadowrun 5th Edition character needed.
Something has gone wrong at the Hartly Manor. The once bright and lush estate now lies under a strange fog. Plants wither, water befouled, and no one save a single servant has returned from the grounds. The poor maid who came from the estate is so traumatized that she could only answer "The Horror....the horror..." when questioned. Dare you investigate the horrors of Hartly Manor?
You work for the Thieves Organisation of Talon and are about to break into the notorious witch "The Shrew" house for a priceless artifact. Can you survive? Can you beat The Shrew?????
This is an "evil" game. You will be playing bad guys. That being said you will not be going up against good guys either. This will be a slightly higher level game as well.
It's the big, Wings of Glory WW1 game we have seen before at MidSouth Con. 10-14 players enter the whirling dogfights to see who can become Ace of Aces. Players can bring their own planes, but we will have plenty to use. NO experience is necessary, nor do folks have to stay for the whole session. Come ready for fun.
Repeating from above, you don't have to commit to the whole session, and it's normal for pilots to come and go. Got an hour before your next game? We will have you flying in 5 minutes. Wish you could play one more game for the night? Come see us late. The sides will constantly change, grow, shrink, whatever. WE MAY have a sneak peak at "Tripods and Triplanes," the War of the Worlds-inspired new game coming from Ares.
You pull from a regular deck of cards 4 of a kind for each person playing. Shuffle those all together and deal them out so each person has 4 cards. They can't look at them until the game starts though. Place spoons on the table (enough for all except one player). Position them fairly, so each person pretty much has the same chance to grab one. You have one person (this job rotates hand to hand) start calling out 'pass'. How you pass is to select one card from your hand, put it on the table face down next to the person on your right, then you pick up the card the person on your left put down. You keep doing this until 1) you get 4 of a kind or 2) someone else gets four of a kind. At this point you grab a spoon, and the person who doesn't get a spoon gets a 'pig' point. Once you get 3 pig points you are a hog. If you are a hog you have lost, but you can still be part of the game. Hogs can talk to game players, but if a game player talks to a hog they get a pig point. Of course the winner is the person left when everyone else is a hog.
In this quick-playing, push-your-luck dice game, you attempt to create the tallest stack of dice in order to gain the highest score per turn. To play, roll three dice and add two of them to an ever-climbing stack of dice. You can choose to stop rolling and score your stacked dice at any time, but pushing your luck will net you more points if you succeed. Continue as long as you dare – but like the stone cutter of legend, who was never satisfied, you may find yourself with naught, right back where you began. The wise will distinguish ambition from reaching beyond one's means.
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.
Brent Beck's Skull King is a trick-taking game similar to Oh Hell!, Wizard and Spades, with players needing to state how many tricks they think they'll win each round. Pirates and other special cards add to the strategy. The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at Atlanta Game Fest in May (as well as a free badge to Atlanta Game Fest)!
Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.
In this quick-playing, push-your-luck dice game, you attempt to create the tallest stack of dice in order to gain the highest score per turn. To play, roll three dice and add two of them to an ever-climbing stack of dice. You can choose to stop rolling and score your stacked dice at any time, but pushing your luck will net you more points if you succeed. Continue as long as you dare – but like the stone cutter of legend, who was never satisfied, you may find yourself with naught, right back where you began. The wise will distinguish ambition from reaching beyond one's means.
Do you know your friends' dating preferences? Prove it in Billionaire Banshee!
The current player draws one Perk card, and one Quirk card. These two cards represent a potential lover for this person. Everyone else votes if the current player would date or deny that potential lover, explaining their decision. Then, the current player reveals the truth! Players who voted the right answer get a point.
Your knowledge of the other players' romantic "dos and don'ts" is crucial if you plan to win this game! This game contains sexual content.
A group of well-dressed criminals arrive at a warehouse to rendezvous after pulling off an extraordinary crime. They know each other only by their pseudonyms - Mister Black, Mister Red, Mister Green, Mister Purple, Mister Beige, Mister Silver, Mister Grey.
The plan is simply to sit tight until midnight when someone will arrive to ferry them - and the loot - across the bay to make a final delivery to the boss. Sounds easy, right?
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society's rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site's secrets will not only contribute to the society's body of knowledge but shape the exciting careers ahead for each of the prospective agents.
A Pathfinder Society Special designed for 6th-level pregenerated characters.
Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the plane's integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom's heart and avert a disaster that threatens the Inner Sphere.
When the necromancer-king Tar-Baphon rose as a lich and threatened to conquer all of Avistan, Taldor rallied its neighbors and led the Shining Crusade, a glorious campaign that defeated the Whispering Tyrant's armies and sealed him away. For the better part of a millennium, Lastwall has guarded Tar-Baphon's prison and fended off the orc tribes to the north, rarely sparing a second thought to the rich archaeological secrets that lie just below the soil. A local venture-captain has found a lost chapter to the Tome of Righteous Repose, which chronicles the demise of countless heroes of the Shining Crusade. At long last, this has earned the Society Lastwall's blessing to uncover these lost sites, lay to rest the fallen crusaders, and repatriate the family heirlooms they carried to battle.
"From the Tome of Righteous Repose" is an evergreen, replayable scenario designed to provide a flexible adventure that confronts the PCs with a variety of threats more common to higher-level characters—all while uncovering the history of one of Avistan’s greatest conflicts. Depending on which lead the PCs take, they might explore the proud crusader nation of Lastwall, travel into the gloom-shrouded mountains of Ustalav, or risk an expedition into the orc-ruled wastes of Belkzen in pursuit of lost history.
When the necromancer-king Tar-Baphon rose as a lich and threatened to conquer all of Avistan, Taldor rallied its neighbors and led the Shining Crusade, a glorious campaign that defeated the Whispering Tyrant's armies and sealed him away. For the better part of a millennium, Lastwall has guarded Tar-Baphon's prison and fended off the orc tribes to the north, rarely sparing a second thought to the rich archaeological secrets that lie just below the soil. A local venture-captain has found a lost chapter to the Tome of Righteous Repose, which chronicles the demise of countless heroes of the Shining Crusade. At long last, this has earned the Society Lastwall's blessing to uncover these lost sites, lay to rest the fallen crusaders, and repatriate the family heirlooms they carried to battle.
"From the Tome of Righteous Repose" is an evergreen, replayable scenario designed to provide a flexible adventure that confronts the PCs with a variety of threats more common to higher-level characters—all while uncovering the history of one of Avistan’s greatest conflicts. Depending on which lead the PCs take, they might explore the proud crusader nation of Lastwall, travel into the gloom-shrouded mountains of Ustalav, or risk an expedition into the orc-ruled wastes of Belkzen in pursuit of lost history.
Paid $5 a night for a three-night dream study, you are under the care of a university hospital. What could possibly go wrong? Set in the classic H.P. Lovecraft 1930s.
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.
Your quiet little 16th century village has suddenly become infested with some very unfriendly werewolves...can you and the other villagers find them before they devour everyone?
Ultimate Werewolf is the ultimate social party game for players of all ages. Each player has an agenda: as a villager, hunt down the werewolves; as a werewolf, convince the other villagers that you're innocent, while secretly dining on those same villagers each night. Dozens of special roles are available to help both the villagers and the werewolves achieve their goals while thwarting their opponents.
The rounds are generally fast paced and the last man standing determines everyone's fate.good or bad. Which side will you find yourself on? May the best man or wolf win!
In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.
An ancient evil is stirring. You are part of a team of unlikely heroes engaged in an international struggle to stop the gathering darkness. To do so, you’ll have to defeat foul monsters, travel to Other Worlds, and solve obscure mysteries surrounding this unspeakable horror. The effort may drain your sanity and cripple your body, but if you fail, the Ancient One will awaken and rain doom upon the known world.
Eldritch Horror is a cooperative game based on the fiction of H.P. Lovecraft and inspired by the classic board game Arkham Horror. In Eldritch Horror, investigators travel the globe in an urgent quest to save the world from a diabolical, omnipotent Ancient One.
Enter the noir world with as you search for a teenage girl lost among the roller coasters and rum-runners in the amusement park city of 1920's Venice, California.
The hottest new promotion in independent wrestling, Cyclone Championship Wrestling, rolls into Memphis for a one night spectacular show, focusing on the newest talent to join their roster. See the high flying, high impact action in person. Will a title change hands? Will reigning CCW World Champion Sam "The Titan" Townshend make an appearance? Who knows!?!? Be there!
Character sheets, dice, and pencils will be provided by the GM. If a player wishes to bring their own supplies, they should bring pencil / pen & paper, and 2d6.
Come be a sword and sorcery hero in the Fantasy AGE! The Adventure Game Engine (AGE) rules are easy to learn, and feature an innovative stunt system that keeps the action tense and exciting.
You are hired as extra security for house Tor. One of the noble houses of Salem. Now you must find out who is trying to invade the House. a fun easy first level game heavier on roleplaying and mystery solving. Should be great fun. Can't wait to see you there.
The time has come to strike down the vile Korholm Agenda, the faction of the Aspis Consortium that launched a staggering attack against the Pathfinder Society a year ago. The Agenda's leader has allied himself with one of the most powerful men in Thuvia, and together they are on the cusp of pitching the entire region into a brutal war of conquest and greed. The Pathfinder Society has placed its trust in the PCs to stop this internecine conflict. To do so, they must confront the Korholm Agenda's leader in his own domain.
To most, Mount Shibotai's devastating eruption was a footnote in Tian history. To the shadow-bound wayangs who settled the jagged crater in Minata, the volcano was the reason they inhabited Golarion at all. In their de facto capitol Inahiyi, the wayangs host an annual festival to commemorate the catastrophe that brought them into this world and forced them to ally with their neighbors against a common threat. On especially auspicious anniversaries, the wayangs invite foreigners to contribute to the ceremony, and the Pathfinder Society has negotiated the privilege of having its agents observe the sacred ceremonies as these outside participants. This is no mere anthropological opportunity, though, and the PCs may be all that stands between their world and an unspeakable evil.
The only shadowrunners who don't ask the above question are ones who have been dead so long that no one remembers their name. Which, for most runners, means two months. The point being, any runner knows that a job that can be described in a simple, straightforward sentence at the beginning of the day is going to become a tumbled, tangled mess by the end of the day, the simple sentence exploding into a story that you'll tell over a few drinks some night - unless the story got messy enough that you joined those forgotten shadowrunners in some shallow grave.
The simple sentence at the beginning of this job is this: "Retrieve a stolen cyberdeck prototype." Sounds easy enough, but add "in Chicago's Containment Zone" to the end of the sentence, and already the complications have begun to mount. And they'll continue - by the time the runners are done, they'll see double-crosses, deceits, lies, and betrayals speeding past them, and they'll have to do their best to figure out what's really going on before they get overwhelmed and overran.
The Angel of the Gate has been kidnapped on the eve of the Parting of the Veil. If she is not rescued in time, the barrier between life and death will shatter and the world descend into chaos. Of course, the only heroes on-hand are an unusual bunch indeed. An introduction to the Dungeon World system--make your own characters and delve the depths of the Undercity.
With peg-leg in hand, the Elders task you to retrieve the Scepter of Fortunate Weal. Where could the scepter possibly be? In the Lost Temple, of course.
Throughout history there have been certain events and innovations that irrevocably altered the course of human development: the taming of fire, cultivation, animal husbandry, the wheel, the printed word, splitting the atom, sliced bread. Sorcerer Character Has Warrior Adventure is not one of these things; it's just a game that uses funny dice.
Something wicked and monstrous stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations!
Academy Games has just shipped "1754 Invasion," their game using the 1812/1775 engine but set in the French and Indian War. We will have one. They have just finished a kickstarter for "878 Vikings: Invasions of England." We have a copy of 1754 and a pre-prototype of 878, and will have both games set up for play. Each plays 2,3, or 4 people and we will be ready to handle two games at the same time.
If you have not played 1812 or 1775, these are easy, fun, and exciting. Lots of die rolling, and games can swing back and forth quickly! 1754 is similar to 1775. Vikings has a similar core but is very different. Come see how!
After defeating Delaborde at Roliça on 17th August 1808, Wellesley's next concern was to protect the landing of reinforcements at the mouth of the Maceira river, west of Vimeiro. Junot, having left Lisbon on the night of the 15th, drew together the divisions of Delaborde and Loison at Torres Vedras and, on the night of the 20th, marched to the attack.
Dimension is a fast-paced, innovative puzzle game that takes place in three dimensions with 60 colorful spheres. All of the players play at the same time. Everybody tries to position the spheres on their trays to earn as many points as possible. The task cards indicate how the spheres must be placed to earn points. Complete these tasks while racing against the timer. You get a point for each sphere you use and a bonus token for using all five colors, but you lose two points for each task card you don’t follow correctly. Prove to your opponents that you are the master of multi-dimensional thinking! The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at Atlanta Game Fest in May (as well as a free badge to Atlanta Game Fest)!
Come join our Head of Gaming as she runs Ghost Blitz for the kids..
Ghost Blitz is the lightning fast shape and color recognition game that is sure to test the reflexes of kids, families and gamers alike. In Ghost Blitz, five wooden items sit on the table waiting to be caught: a white ghost, a green bottle, a cute grey mouse, a blue book, and a comfortable red chair. Each card in the deck shows pictures of two objects, with one or both objects colored the wrong way. With all players playing at the same time, someone reveals a card, then players grab for the "right" object – but which object is right?
Join Keith Baker, MSC's gaming guest of honor, for a chance to play his upcoming game Illimat. A modern twist on classic card games, Illimat was developed in partnership with the band The Decemberists and features art by Carson Ellis.
The Land of Andor is in danger. From the mountains and forests, enemies are advancing towards the castle of old King Brandur. Only your small band of heroes stands in their way. Will you succeed in defending the castle and protecting Andor?
Legends of Andor is a cooperative board game for two to four heroes. Live the legendary tales as you unite to battle ever-encroaching enemy forces.
From the makers of Cards Against Humanities comes Secret Hitler; this game is similar to games like Resistance or Deception: Murder in Hong Kong..
Secret Hitler is a social game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist, and one player is Secret Hitler. The fascists coordinate to sow distrust and install their cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. This game is similar to games like Resistance or Deception: Murder in Hong Kong.
In Desert Island, you are marooned on an uninhabited island with your secret love, hated enemy, and a few other castaways.
You’ll forage for food, light the signal fire in hopes of rescue, and squabble over treasure and areas of the island. Fate will also play a hand in disastrous events to befall players.
Can you and your secret love survive, while your hated enemy perishes? Find out in this game of survival.
Set 60 years after the end of The Animorphs Series by K.A. Applegate. The party is a special morph-capable (the ability to turn into animals) military unit specializing in extraterrestrial threats. Reports of a cult with non-human origins have sent the party to a remote part of the world. What they discover there, may shape the future (and the past) of the earth.
A detective story set on the world's largest theme park Wizard's Island. You and your allies will be called upon to solve a missing person's case by the family that started the theme park. The characters are customized within D&D 5e for this magical film noir world of Mythra. Almost everyone on Mythra has some magical talent. Play as either Detective Willa (arcane CSI), Protector Jack Gladstone (ex-special ops chief of security), professor emeritus Dr. Neumann (consultant A-CSI Biochymist and near wizard), the former barrister Winston Whitetower (charmer and indebted to his mob uncle Vinnie) or Dr. Coldwater (head of research at the Island Sanitorium for retired wizards).
Solve the mystery and get on the fast track to moneyville or get the favor of the island's most important family.
Modok is putting together a team to pull off the greatest heist ever, and he wants you on it! The money is good, and the super heroes are too busy battling each other to get in the way. Still, super villain team-ups rarely work out. You may have to double cross your team before they can do it to you!
In Marvel Heroic Roleplaying, experience all the pulse-pounding action and nail-biting drama of the Marvel Universe. Players take on the roles of Marvel's greatest heroes - or villains. Remember, with great power comes great responsibility. Or, you know, the chance to make a boat-load of money and kick back on a beach in a non-extradition country. Whatever. Your choice.
The Aspis Consortium pays well, but few can stand its underhanded tactics for long. One operative fed up with the Consortium's practices has contacted the Pathfinder Society with a tempting offer: assist her in leaving the organization, and she will supply the Society with years of insider intelligence about their longstanding rival. It's up to the PCs to navigate Diobel - a proud town run by cutthroat smugglers - earn the defector's trust, and deal a telling blow to their Aspis foes.
"The Consortium Compact" is an evergreen, replayable scenario designed to help introduce players to the Pathfinder Society, the Isle of Kortos, and one of the Society's longstanding rivals.
This is a play test of the Pools of Radiance system, not an adventure. The mechanics will be explained then the players create characters and be put through various scenarios to test those mechanics. Pools of Radiance uses the standard rpg dice from d4 to d12. It is possible to play with a single set, but at five are recommended to speed up play.
As this is a play test, no one is expected to know the rules, but a basic knowledge of tabletop pen-and-paper rpg mechanics beyond just D&D or Pathfinder is.
The quintessential Chicago shadowrun is a full-to-bursting package with a variety of ingredients and flavors. And it doesn't even need to include bug spirits. If you want the true Chicago experience, it's here waiting for you. What ingredients does it contain? How about a rush job on a tight deadline, occasionally hostile crowds of locals, panicky security, explosions, stealth, open firefights in the streets, vicious traps, burning buildings, a crazed hermit, and a pack of drug-addicted dogs.
Those are all ingredients in the stew that is this run, and Mr. Johnson is paying good money for you to wolf it down as fast as you can. Get moving!
A mysterious patron sends the group to the farthest reaches of the world in search of a stolen artifact. They will travel to an island long forgotten by memory. What awaits them? What perils will they face? And can they safely return from the very edge of the world?