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Saturday Scheduled Games
Clash of the Cards, 8:00am to 11:00pm (new game every hour) -- Hosted by Fred Maldonado
Number of players: 2-6, Run time: 20-50 minutes
CLASH of the CARDS is a high-speed, strategic battle card game in which you battle your opponents to steal cards and win hands. To win each hand of this rummy-style game, you collect armies (sets of 4). The first player to collect 2 armies wins the hand, and all players count points. Keep playing hands until someone reaches 1,000 points.
Each card in the game can be harnessed during battle. Use special cards to defend your armies, walk away from battle, slow down your opponents, or join battles you were not invited to in order to increase your chance at winning cards. This game allows you to set traps for other players and develop attack and defense strategies from your first turn.
Number of players: 2-6, Run time: 20-50 minutes
CLASH of the CARDS is a high-speed, strategic battle card game in which you battle your opponents to steal cards and win hands. To win each hand of this rummy-style game, you collect armies (sets of 4). The first player to collect 2 armies wins the hand, and all players count points. Keep playing hands until someone reaches 1,000 points.
Each card in the game can be harnessed during battle. Use special cards to defend your armies, walk away from battle, slow down your opponents, or join battles you were not invited to in order to increase your chance at winning cards. This game allows you to set traps for other players and develop attack and defense strategies from your first turn.
Ghost Stories (with expansions), 8:00am to 10:00am -- Hosted by Tyrell Wood
Number of players: 1-5, Run time: 1 to 2 hours
Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.
Number of players: 1-5, Run time: 1 to 2 hours
Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.
The Gallerist, 8:00am to 11:00am - Hosted by Marius Van Der Merwe
Number of players: 2-4, Run Time: 3 hours, Some experience preferred
Combining the elements of an art dealer, museum curator, and artists’ manager, you are about to take on that job! You will promote and nurture artists; buy, display, and sell their art; and build and exert your international reputation. As a result, you will achieve the respect needed to draw visitors to your Gallery from all over the world.
This game is complex and better suited for board gamers with some experience. Rules explanation and game play should take up most of the 3 hour time slot.
Number of players: 2-4, Run Time: 3 hours, Some experience preferred
Combining the elements of an art dealer, museum curator, and artists’ manager, you are about to take on that job! You will promote and nurture artists; buy, display, and sell their art; and build and exert your international reputation. As a result, you will achieve the respect needed to draw visitors to your Gallery from all over the world.
This game is complex and better suited for board gamers with some experience. Rules explanation and game play should take up most of the 3 hour time slot.
Mutant Chronicles: Siege of the Citadel, 9:00am to 11:00am -- Hosted by Jordan Hansen
Number of players: , Run time: 1 to 2 hours
This is the original board game from 1990. I am a huge fan of the game and would like to share it with others. I also thought it would be fitting because of the recent funded Kickstarter for the second edition of the game. The game can run between 1 to 2 hours depending on the mission selected. I look forward to your response.
Number of players: , Run time: 1 to 2 hours
This is the original board game from 1990. I am a huge fan of the game and would like to share it with others. I also thought it would be fitting because of the recent funded Kickstarter for the second edition of the game. The game can run between 1 to 2 hours depending on the mission selected. I look forward to your response.
The Magic Labrynth, 9:00am to 10:00am -- Hosted by Derek Bryan
Number of players: 2-4, Run time: 20-30 minutes
Each player moves their magician over the board while trying not to bump the labyrinth below. Each magician is joined with a magnetic ball so if you hit a wall the ball drops and you have to start all over again.
Number of players: 2-4, Run time: 20-30 minutes
Each player moves their magician over the board while trying not to bump the labyrinth below. Each magician is joined with a magnetic ball so if you hit a wall the ball drops and you have to start all over again.
Tumult Royale, 9:00am to 10:00am -- Hosted by James Broderick
Number of players: 2-4, Run time: about 45 minutes
A game of building up castles, but its actually simple and has a different mechanic than normal drawing of resources.
Number of players: 2-4, Run time: about 45 minutes
A game of building up castles, but its actually simple and has a different mechanic than normal drawing of resources.
Catacombs, 10:00am to 12:00pm -- Hosted by Alex Bernard
Number of players: 2-5, Run time: 2 hours
One player (the Overseer) marshals an army of monsters while the others choose from six brave heroes who embark on a quest to save the town of Stormtryne from the threat lurking in the catacombs below. As the heroes explore, they must use their abilities, buy items, and recruit allies to help them defeat the monsters before facing the powerful Catacomb Lord, thereby saving the town.
In more detail, in Catacombs players flick wooden discs that represent the monsters and heroes. Contact with an opposing piece inflicts damage, while missiles, spells, and other special abilities can cause other effects. When all of the monsters of a room have been cleared, the heroes can move further into the catacomb.
New players welcomed!
Number of players: 2-5, Run time: 2 hours
One player (the Overseer) marshals an army of monsters while the others choose from six brave heroes who embark on a quest to save the town of Stormtryne from the threat lurking in the catacombs below. As the heroes explore, they must use their abilities, buy items, and recruit allies to help them defeat the monsters before facing the powerful Catacomb Lord, thereby saving the town.
In more detail, in Catacombs players flick wooden discs that represent the monsters and heroes. Contact with an opposing piece inflicts damage, while missiles, spells, and other special abilities can cause other effects. When all of the monsters of a room have been cleared, the heroes can move further into the catacomb.
New players welcomed!
For Sale, 10:00am to 11:00am -- Hosted by Derek Bryan
Number of players: 3-6, Run time: 20-30 minutes
For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases, players first bid for several buildings then, after all buildings have been bought, sell the buildings for the greatest profit possible.
Number of players: 3-6, Run time: 20-30 minutes
For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases, players first bid for several buildings then, after all buildings have been bought, sell the buildings for the greatest profit possible.
The Golden Ages, 10:00am to 12:00pm -- Hosted by Rico Cordova
Number of players: 2-4, Run time: 90 minutes
In The Golden Ages, you lead your civilizations through history. The game lasts four different eras, during which you develop technologies, create fine arts, erect buildings, and build wonders. You'll send explorers to discover the continents, found cities in distant lands, and send your soldiers into battles.
The first player starting a Golden Age during an era chooses a "History Judgement" card that states the way all the players will score in that round. Each player who started a Golden Age continues taking money at his turns until all other players have passed.
There are many ways to score points — artists, the judgement of history, wonders, technologies, attacks, money, secret future technologies, etc. — as well as many different ways to achieve a victory. Will you succeed in evolving your civilization through history, overwhelming your opponents on the way to glory?
Number of players: 2-4, Run time: 90 minutes
In The Golden Ages, you lead your civilizations through history. The game lasts four different eras, during which you develop technologies, create fine arts, erect buildings, and build wonders. You'll send explorers to discover the continents, found cities in distant lands, and send your soldiers into battles.
The first player starting a Golden Age during an era chooses a "History Judgement" card that states the way all the players will score in that round. Each player who started a Golden Age continues taking money at his turns until all other players have passed.
There are many ways to score points — artists, the judgement of history, wonders, technologies, attacks, money, secret future technologies, etc. — as well as many different ways to achieve a victory. Will you succeed in evolving your civilization through history, overwhelming your opponents on the way to glory?
Imhotep, 10:00am to 12:00pm -- Hosted by Tyrell Wood
Number of players: 1-4, Run time: 1 to 2 hours
In Imhotep, the players become builders in Egypt who want to emulate the first and best-known architect there, namely Imhotep. Over six rounds, they move wooden stones by boat to create five seminal monuments, and on a turn, a player chooses one of four actions: Procure new stones, load stones on a boat, bring a boat to a monument, or play an action card. While this sounds easy, naturally the other players constantly thwart your building plans by carrying out plans of their own. Only those with the best timing — and the stones to back up their plans — will prove to be Egypt's best builder.
Number of players: 1-4, Run time: 1 to 2 hours
In Imhotep, the players become builders in Egypt who want to emulate the first and best-known architect there, namely Imhotep. Over six rounds, they move wooden stones by boat to create five seminal monuments, and on a turn, a player chooses one of four actions: Procure new stones, load stones on a boat, bring a boat to a monument, or play an action card. While this sounds easy, naturally the other players constantly thwart your building plans by carrying out plans of their own. Only those with the best timing — and the stones to back up their plans — will prove to be Egypt's best builder.
Introductory Game Circuit, 10:00am to 2:30pm -- Hosted by David Broderick, Joshua Broderick, and Rip Stead
Number of players: Up to 12, Run time: 3-1/2 hours
Perfect for those who would like to be introduced to some of the quick and fun games in the gaming world! Join in, or invite a newer gamer in on the fun!
This year the beginner's circuit will include Carcassone, Dominion, and Catan. Battle it out in a round of games. Be the player to get the highest overall score to become the champion! A prize will be awarded to the winner!
Number of players: Up to 12, Run time: 3-1/2 hours
Perfect for those who would like to be introduced to some of the quick and fun games in the gaming world! Join in, or invite a newer gamer in on the fun!
This year the beginner's circuit will include Carcassone, Dominion, and Catan. Battle it out in a round of games. Be the player to get the highest overall score to become the champion! A prize will be awarded to the winner!
Dungeons & Dragons 5e: Adventurers League (The Black Road), 11:00am to 1:00pm -- Hosted by Stephanie Bryant
Number of players: 3-6 (Levels 1-4), Run time: 3 hours
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary HSING, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible.
Number of players: 3-6 (Levels 1-4), Run time: 3 hours
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary HSING, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible.
Istanbul, 11:00am to 1:00pm -- Hosted by Derek Bryan
Number of players: 2-5, Run time: 2 hours
In Istanbul, you lead a group of one merchant and four assistants through 16 locations in the bazaar. At each such location, you can carry out a specific action. The challenge, though, is that to take an action, you must move your merchant and an assistant there, then leave the assistant behind (to handle all the details while you focus on larger matters). If you want to use that assistant again later, your merchant must return to that location to pick him up. Thus, you must plan ahead carefully to avoid being left with no assistants and thus unable to do anything.
Number of players: 2-5, Run time: 2 hours
In Istanbul, you lead a group of one merchant and four assistants through 16 locations in the bazaar. At each such location, you can carry out a specific action. The challenge, though, is that to take an action, you must move your merchant and an assistant there, then leave the assistant behind (to handle all the details while you focus on larger matters). If you want to use that assistant again later, your merchant must return to that location to pick him up. Thus, you must plan ahead carefully to avoid being left with no assistants and thus unable to do anything.
Two Rooms And A Boom, 11:00am to 12:00pm -- Hosted by Jon Case
Number of players: 6+, Run time: about 5 minutes per game
Works best in the 10-15 player range but can accommodate up to around 20 before getting clunky. The game is a social deduction/hidden identities game that plays quickly and has loose rules that allows for a lot of creativity. No player elimination and games last only about 5 minutes. Players are split into two separate groups and there is some exchange between the groups. It would need to have two separate spaces for the groups, preferably out of sight and earshot of each other (i.e two separate rooms) but it can be played in the same room with some creativity.
Number of players: 6+, Run time: about 5 minutes per game
Works best in the 10-15 player range but can accommodate up to around 20 before getting clunky. The game is a social deduction/hidden identities game that plays quickly and has loose rules that allows for a lot of creativity. No player elimination and games last only about 5 minutes. Players are split into two separate groups and there is some exchange between the groups. It would need to have two separate spaces for the groups, preferably out of sight and earshot of each other (i.e two separate rooms) but it can be played in the same room with some creativity.
Magic: The Gathering, 12:00pm to 1:00pm -- Hosted by Glen Burgess
Number of players: 2, Run time: 20 minutes
From the official website: In the Magic game, you play the role of a planeswalker—a powerful wizard who fights other planeswalkers for glory, knowledge, and conquest. Your deck of cards represents all the weapons in your arsenal. It contains the spells you know and the creatures you can summon to fight for you.
Number of players: 2, Run time: 20 minutes
From the official website: In the Magic game, you play the role of a planeswalker—a powerful wizard who fights other planeswalkers for glory, knowledge, and conquest. Your deck of cards represents all the weapons in your arsenal. It contains the spells you know and the creatures you can summon to fight for you.
Paperback 2 (Playtest), 12:00pm to 1:00pm -- Hosted by Jeff Beck
Number of players: 2-5, Run time: 30-60 minutes
Brief Description: Come try the sequel to what has been called the most unique word game in years. In Paperback, you play an aspiring author, working to finish kitschy paperback novels. Write the next great Western, Mystery, Romance or Adventure. Live the dream — and maybe pay the bills. Word-building meets deck-building. What's new in this version? You'll have to play to find out!
Open to new players.
Number of players: 2-5, Run time: 30-60 minutes
Brief Description: Come try the sequel to what has been called the most unique word game in years. In Paperback, you play an aspiring author, working to finish kitschy paperback novels. Write the next great Western, Mystery, Romance or Adventure. Live the dream — and maybe pay the bills. Word-building meets deck-building. What's new in this version? You'll have to play to find out!
Open to new players.
Secret Hitler, 12:00pm to 1:00pm -- Hosted by Jon Case
Number of players: 5-10, Run time: 30-45 minutes
A social deduction/hidden identities game that resembles The Resistance. Players are assigned a role that is either Fascist or Liberal and they debate while trying to elect governments and pass legislation that fills their secret agendas. Pretty easy to learn and play but some may be offended by the theme. This game ends up being loud and dramatic.
Number of players: 5-10, Run time: 30-45 minutes
A social deduction/hidden identities game that resembles The Resistance. Players are assigned a role that is either Fascist or Liberal and they debate while trying to elect governments and pass legislation that fills their secret agendas. Pretty easy to learn and play but some may be offended by the theme. This game ends up being loud and dramatic.
New Bedford, 12:30pm to 2:00pm -- Hosted by Scott Neves
Number of players: 4, Run time: 90 minutes
Number of players: 4, Run time: 90 minutes
Stronghold, 12:30pm to 2:30pm -- Hosted by Jed Maddocks
Number of players: 4, Run time: about 2 hours
Number of players: 4, Run time: about 2 hours
Viceroy, 12:30pm to 2:00pm -- Hosted by Alex Bernard
Number of players: 1-4, Run time: 1-1/2 hours
Viceroy is a board game of bidding and resource management set in the fantasy universe of the famous Russian CCG Berserk. As the players struggle for control over the world of Laar, they recruit a variety of allies and enact various laws. These cards allow players to develop their state's military and magical might, increase their authority, and get precious gems they need to continue expanding their nation.
As the game progresses, each player builds his own power pyramid using character and law cards. Each card has its own effect that depends on the level of the pyramid where the card is played. These effects may give more resources, more cards, or victory points. The player who has the most power points at the end of the game becomes the ruler of entire Laar and the winner!
New players welcomed!
Number of players: 1-4, Run time: 1-1/2 hours
Viceroy is a board game of bidding and resource management set in the fantasy universe of the famous Russian CCG Berserk. As the players struggle for control over the world of Laar, they recruit a variety of allies and enact various laws. These cards allow players to develop their state's military and magical might, increase their authority, and get precious gems they need to continue expanding their nation.
As the game progresses, each player builds his own power pyramid using character and law cards. Each card has its own effect that depends on the level of the pyramid where the card is played. These effects may give more resources, more cards, or victory points. The player who has the most power points at the end of the game becomes the ruler of entire Laar and the winner!
New players welcomed!
Arkham Horror: A Call of C'thulhu, 1:00pm to 5:30pm -- Hosted by Logan Michels
Number of players: 1-8, Run time: about 4 hours (may run up to 9 hours)
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the war to end all wars.
Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined domination.
Only a handful of investigators stand against the Arkham Horror. Will they Prevail?
Number of players: 1-8, Run time: about 4 hours (may run up to 9 hours)
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the war to end all wars.
Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined domination.
Only a handful of investigators stand against the Arkham Horror. Will they Prevail?
Dungeons & Dragons 5e: Adventurers League (Uninvited Guests), 1:00pm to 3:00pm -- Hosted by Stephanie Bryant
Number of players: 3-6, Run time: 2 hours
The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercoate Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt?
Number of players: 3-6, Run time: 2 hours
The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercoate Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt?
Karuba, 1:00pm to 2:00pm -- Hosted by Derek Bryan
Number of players: 2-4, Run time: 45 minutes
This is a tile-laying race game with players starting with boards that are identical, and one player drawing tiles that they all will use. They race to get their explorers to temples first and earn points. Along the way they can collect additional points by collecting items off the paths they create.
Number of players: 2-4, Run time: 45 minutes
This is a tile-laying race game with players starting with boards that are identical, and one player drawing tiles that they all will use. They race to get their explorers to temples first and earn points. Along the way they can collect additional points by collecting items off the paths they create.
Hearts and Spades, 1:00pm to 3:00pm -- Hosted by Jackie Campbell
Hearts:4 players per deck
5 minutes per hand 45-60/game
The Hearts penalty cards; the object of Hearts is to avoid taking tricks containing any of these cards; if a player takes all of them they have "shot the moon"
Spades: 4 players per deck
5 minutes per hand 45-60/game
Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take at least the number of tricks (also known as "books") that were bid before play of the hand began. Spades is a descendant of the Whist family of card games, which also includes Bridge, Hearts, and Oh Hell. Its major difference as compared to other Whist variants is that, instead of trump being decided by the highest bidder or at random, the Spade suit is always trumps, hence the name.
Hearts:4 players per deck
5 minutes per hand 45-60/game
The Hearts penalty cards; the object of Hearts is to avoid taking tricks containing any of these cards; if a player takes all of them they have "shot the moon"
Spades: 4 players per deck
5 minutes per hand 45-60/game
Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take at least the number of tricks (also known as "books") that were bid before play of the hand began. Spades is a descendant of the Whist family of card games, which also includes Bridge, Hearts, and Oh Hell. Its major difference as compared to other Whist variants is that, instead of trump being decided by the highest bidder or at random, the Spade suit is always trumps, hence the name.
Liars Dice, 2:00pm to 3:00pm -- Hosted by James Broderick
Number of players: 4-9, Run time: 30 minutes (two sessions)
This is one of our favorite games with dice of bluffing and deception. Very quick to learn and loved by everyone we've showed it to. It can have anywhere from 4 to 8 or 9 and still be very exciting. Run time is about a half hour per game, so multiple games can be played in a short time.
Number of players: 4-9, Run time: 30 minutes (two sessions)
This is one of our favorite games with dice of bluffing and deception. Very quick to learn and loved by everyone we've showed it to. It can have anywhere from 4 to 8 or 9 and still be very exciting. Run time is about a half hour per game, so multiple games can be played in a short time.
Rainbow Journey (playtest), 2:00pm to 3:00pm -- Hosted by Colleen Norris
Number of players: 6, Run time: about 45 minutes
Rainbow Journey: A fun way to gain deeper connections with Family and Colleagues for all ages.
This 2-6 player board game teaches the joy of cooperation as each opportunity to get closer to winning is shared by another player of the game. Everyone is taking a journey through the roller coaster of emotions that you are currently feeling. The fun comes when all players are winning
Number of players: 6, Run time: about 45 minutes
Rainbow Journey: A fun way to gain deeper connections with Family and Colleagues for all ages.
This 2-6 player board game teaches the joy of cooperation as each opportunity to get closer to winning is shared by another player of the game. Everyone is taking a journey through the roller coaster of emotions that you are currently feeling. The fun comes when all players are winning
Scythe, 2:00pm to 5:00pm -- Hosted by Tyrell Wood
Number of players: 1-5, Run time: 1 to 3 hours
Scythe is a Worker Placement/Economic Engine board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europa who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.
Number of players: 1-5, Run time: 1 to 3 hours
Scythe is a Worker Placement/Economic Engine board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europa who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.
Legends of Andor, 2:15pm to 3:45pm -- Hosted by Scott Neves
Number of players: 4, Run time: 90 minutes
Number of players: 4, Run time: 90 minutes
Orleans Invasion, 2:30pm to 4:30pm -- Alex Bernard
Number of players: 2-5, Run time: 2 hours
We will be playing the Invasion expansion to the base game of Orleans, this is a co-operative scenario in which the players have to fend off an invasion and fulfill personal and common goals to win
The game is a worker placement game, with a worker drafting mechanic, where you draw a set number of workers from your bag each turn.
If you've played Orleans, you will love this scenario! If you've never played Orleans before, not to worry, it's easy to learn and play. New players welcomed!
Number of players: 2-5, Run time: 2 hours
We will be playing the Invasion expansion to the base game of Orleans, this is a co-operative scenario in which the players have to fend off an invasion and fulfill personal and common goals to win
The game is a worker placement game, with a worker drafting mechanic, where you draw a set number of workers from your bag each turn.
If you've played Orleans, you will love this scenario! If you've never played Orleans before, not to worry, it's easy to learn and play. New players welcomed!
Shadows of the Syndicate, 3:00pm to 4:00pm -- Hosted by Jessica Broderick
Number of players: 8-15, Run time: 1-1/2 hours
The alien forms know as "The Syndicate" have invaded your colony disguised as your fellow colonists. Who is your friend? Who is your foe? Which team are you on? You think you know, but do you?
Number of players: 8-15, Run time: 1-1/2 hours
The alien forms know as "The Syndicate" have invaded your colony disguised as your fellow colonists. Who is your friend? Who is your foe? Which team are you on? You think you know, but do you?
Splendor tournament, 3:00pm to 5:00pm -- Hosted by Rip Stead, Jr.
Number of players: up to 12, Run time: About 2 hours
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.
Prize awarded to the winner.
Number of players: up to 12, Run time: About 2 hours
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.
Prize awarded to the winner.
Word on the Street, 3:00pm to 4:00pm -- Hosted by Hannah Broderick
Number of players: 2-10, Run time: 20 minutes
In Word on the Street, players – either individually or in teams – try to claim letter tiles from the game board.
To set up the game, seventeen letter tiles (all the consonants in English other than j, q, x, and z) are placed in a strip down the center of the game board – the median strip of the street, if you will, which has two "traffic lanes" on either side of it. On a turn, one team is presented with a category such as "types of fruit" or "something a player is wearing", and that team has thirty seconds to come up with an answer in that category, then move the letters in that word toward their side of the game board. Any letters in the word that are not on the game board are skipped. If the answer were "pineapple", for example, the team would move P, N, P, P and L.
If a team moves a letter off the game board, it has claimed that letter and that tile will not move for the remainder of the game. The first team to claim eight letter tiles wins!
Number of players: 2-10, Run time: 20 minutes
In Word on the Street, players – either individually or in teams – try to claim letter tiles from the game board.
To set up the game, seventeen letter tiles (all the consonants in English other than j, q, x, and z) are placed in a strip down the center of the game board – the median strip of the street, if you will, which has two "traffic lanes" on either side of it. On a turn, one team is presented with a category such as "types of fruit" or "something a player is wearing", and that team has thirty seconds to come up with an answer in that category, then move the letters in that word toward their side of the game board. Any letters in the word that are not on the game board are skipped. If the answer were "pineapple", for example, the team would move P, N, P, P and L.
If a team moves a letter off the game board, it has claimed that letter and that tile will not move for the remainder of the game. The first team to claim eight letter tiles wins!
Zeppelin Attack! (+expansion), 3:00pm to 4:00pm -- Hosted by Stephanie Bryant
Number of players: 2-4, Run time: 1 hour
Conquer the world with a flip of the cards!
Take over the world in Zeppelin Attack, a deck builder card game by Eric B. Vogel. Set in the world of Evil Hat Productions Spirit of the Century, you play villainous masterminds bent on world domination. Deploy your zeppelins, order your minions, and do whatever it takes to destroy your rivals. Zeppelin Attack contains everything you need to play this combat-oriented, fast-paced card game.
There’s only room for one ultimate criminal overlord: you. Bring your zeppelins.
(Deck building card game)
Number of players: 2-4, Run time: 1 hour
Conquer the world with a flip of the cards!
Take over the world in Zeppelin Attack, a deck builder card game by Eric B. Vogel. Set in the world of Evil Hat Productions Spirit of the Century, you play villainous masterminds bent on world domination. Deploy your zeppelins, order your minions, and do whatever it takes to destroy your rivals. Zeppelin Attack contains everything you need to play this combat-oriented, fast-paced card game.
There’s only room for one ultimate criminal overlord: you. Bring your zeppelins.
(Deck building card game)
7 Wonders Tournament, 4:00pm to 7:00pm -- Hosted by David Broderick
Number of players: up to 14, Run time: 3 hours
Compete to become the greatest and most powerful leader in the ancient world. Prize awarded to the winner.
You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.
7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.
In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.
Number of players: up to 14, Run time: 3 hours
Compete to become the greatest and most powerful leader in the ancient world. Prize awarded to the winner.
You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.
7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.
In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.
Biblios, 4:00pm to 5:00pm -- Hosted by Jon Case
Number of players: 2 to 4. Run time: about 30 minutes.
Biblios is an easy to learn and quick to play card game. As the name implies, Biblios is a game for bibliophiles. Thematically, players are members of a medieval monastery trying to amass the greatest collection of sacred books. In reality the theme could be just about anything as it has little connection to actual gameplay. Biblios is a unique take on card drafting, auction, and set collection with just a hint of press your luck and bluffing. It's difficult to describe Biblios in a short paragraph but actually really easy to learn. In my experience the game mechanics remind me of games I love to play but ends up being quite different from the other games on my shelf.
Number of players: 2 to 4. Run time: about 30 minutes.
Biblios is an easy to learn and quick to play card game. As the name implies, Biblios is a game for bibliophiles. Thematically, players are members of a medieval monastery trying to amass the greatest collection of sacred books. In reality the theme could be just about anything as it has little connection to actual gameplay. Biblios is a unique take on card drafting, auction, and set collection with just a hint of press your luck and bluffing. It's difficult to describe Biblios in a short paragraph but actually really easy to learn. In my experience the game mechanics remind me of games I love to play but ends up being quite different from the other games on my shelf.
Village, 4:00pm to 6:00pm -- Hosted by James Broderick
Number of players: 2-4, Run time: 1 to 2 hours
BGG description: Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.
Number of players: 2-4, Run time: 1 to 2 hours
BGG description: Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.
What the Crop (Prototype), 4:00pm to 5:00pm -- Hosted by Alexander Montgomery
Number of players: 2-5, Run time: about 40 minutes
“What the Crop” is a 40 minute, ages 8+, 2-5 player card laying game where players create their own unique crop circles. Alien workers (meeples/figurines) are used to cut crops by laying down circular cards adjacent to each other. The adjacent cards make crop circle patterns that are only limited by the player’s imagination.
The game ends in the morning when the sunrise card is drawn. Each crop circle is scored based on three conditions: if it is complete, the cards used, and if it best met the end game bonus objectives. There are 15 different possible bonus cards that are random each game. There are always 2 public bonus cards, and each player has a secret bonus card that all players can score points for. Some examples of the bonus cards are: longest, most crescent shapes, largest and mirror symmetry.
Number of players: 2-5, Run time: about 40 minutes
“What the Crop” is a 40 minute, ages 8+, 2-5 player card laying game where players create their own unique crop circles. Alien workers (meeples/figurines) are used to cut crops by laying down circular cards adjacent to each other. The adjacent cards make crop circle patterns that are only limited by the player’s imagination.
The game ends in the morning when the sunrise card is drawn. Each crop circle is scored based on three conditions: if it is complete, the cards used, and if it best met the end game bonus objectives. There are 15 different possible bonus cards that are random each game. There are always 2 public bonus cards, and each player has a secret bonus card that all players can score points for. Some examples of the bonus cards are: longest, most crescent shapes, largest and mirror symmetry.
Patchwork, 5:00pm to 6:00pm -- Hosted by Derek Bryan
Number of players: 2, Run time: 40 minutes
In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board.
Number of players: 2, Run time: 40 minutes
In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board.
Star Wars: Rebellion, 5:00pm to 8:00pm -- Hosted by Marius van der Merwe
Number of Players: 2 or 4, Run Time: 3+ hours
Experience the Galactic Civil War like never before. In Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Given the differences between the Empire and Rebel Alliance, each side has different win conditions, and you'll need to adjust your play style depending on who you represent.
There is a good chance that this game will take longer than 3 hours, so don't sign up for anything starting at 8pm!
Number of Players: 2 or 4, Run Time: 3+ hours
Experience the Galactic Civil War like never before. In Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Given the differences between the Empire and Rebel Alliance, each side has different win conditions, and you'll need to adjust your play style depending on who you represent.
There is a good chance that this game will take longer than 3 hours, so don't sign up for anything starting at 8pm!
Ticket To Ride: First Journey, 5:00pm to 6:00pm -- Hosted by Jon Case
Number of players: 2-4 players, Run time: 15-30 minutes
A very simplified version of Ticket to Ride that can be played by younger children, even if they are unable to read. It is recommended for ages 6+ but I play a very modified version with my 3 year old and he loves it. I would be willing to host this game if there is any interest for families to have a fun option for their kids.
Number of players: 2-4 players, Run time: 15-30 minutes
A very simplified version of Ticket to Ride that can be played by younger children, even if they are unable to read. It is recommended for ages 6+ but I play a very modified version with my 3 year old and he loves it. I would be willing to host this game if there is any interest for families to have a fun option for their kids.
Game of Thrones: The Iron Throne, 6:00pm to 8:30pm -- Hosted by Alex Bernard
Number of players: 3-5, Run time: 2-1/2 hours
In Game of Thrones: The Iron Throne, which uses the game systems from Cosmic Encounter, you and your friends each command one of the Great Houses of Westeros, pitting iconic characters against each other in epic battles and schemes. Negotiate, bluff, forge alliances, threaten your rivals — use every tool at your disposal to spread your influence, establish supremacy, and claim the ultimate prize: the Iron Throne!
This game is excellent, especially if you're a GoT fan! New players welcomed!
Number of players: 3-5, Run time: 2-1/2 hours
In Game of Thrones: The Iron Throne, which uses the game systems from Cosmic Encounter, you and your friends each command one of the Great Houses of Westeros, pitting iconic characters against each other in epic battles and schemes. Negotiate, bluff, forge alliances, threaten your rivals — use every tool at your disposal to spread your influence, establish supremacy, and claim the ultimate prize: the Iron Throne!
This game is excellent, especially if you're a GoT fan! New players welcomed!
Gloom, 6:00pm to 7:00pm -- Hosted by Jackie Campbell
Number of players: 2-5, Run time: 30-60 minutes
The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice — just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope — if not in this world, then in the peace that lies beyond.
In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mauled by a Manatee on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.
Number of players: 2-5, Run time: 30-60 minutes
The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice — just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope — if not in this world, then in the peace that lies beyond.
In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mauled by a Manatee on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.
Naturally Disastrous, 6:00pm to 8:00pm -- Hosted by Tyrell Wood
Number of players: 1-6, Run time: 1 to 2 hours
Naturally Disastrous is a 1-6 player cooperative game with a competitive element. You and your crew take on the role of Aliens, who's life-long mission is to explore the galaxy in search of planets to heal. This particular mission brought you deep into the reaches of space to a small planet known as Earth. The Natives have made it nearly uninhabitable... right? Honestly, you were never big on politics anyway. As you fly into the atmosphere, your scans reveal rampant volcanoes, destructive storms, earthquakes, thermal gas explosions and massive flooding. You begin to realize that your mission may be more difficult than initially supposed. Suddenly, you are shot down by the Natives who perceive your intentions as hostile. It's really just a big misunderstanding. Don't all good conflicts start that way?
Number of players: 1-6, Run time: 1 to 2 hours
Naturally Disastrous is a 1-6 player cooperative game with a competitive element. You and your crew take on the role of Aliens, who's life-long mission is to explore the galaxy in search of planets to heal. This particular mission brought you deep into the reaches of space to a small planet known as Earth. The Natives have made it nearly uninhabitable... right? Honestly, you were never big on politics anyway. As you fly into the atmosphere, your scans reveal rampant volcanoes, destructive storms, earthquakes, thermal gas explosions and massive flooding. You begin to realize that your mission may be more difficult than initially supposed. Suddenly, you are shot down by the Natives who perceive your intentions as hostile. It's really just a big misunderstanding. Don't all good conflicts start that way?
Pandemic (with expansions), 6:00pm to 7:00pm -- Hosted by Joel Cottam
Number of players: 2-5, Run time: 45 minutes
Cooperative game. Work together and save the world from global viral pandemic!
Number of players: 2-5, Run time: 45 minutes
Cooperative game. Work together and save the world from global viral pandemic!
Power Grid, 6:00pm to 7:00pm -- Hosted by Caleb Broderick
Number of players: 2-6, Run time: 2 hours
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, 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.
However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.
Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Number of players: 2-6, Run time: 2 hours
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, 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.
However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.
Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
Nevermore, 7:00pm to 8:00pm -- Hosted by Roland Stead
Number of players: 3-6, Run time: 45-60 minutes
Pass with care...
Many are the paths to power: brute force, subtle deception, cunning trickery. You hold the cards...but you can't keep them all. What will you decide to collect for personal gain? And what are you willing to give up in order to destroy? The Ravens are gathering, many of whom used to be rivals. Will you rise to power or simply be...nevermore.
Nevermore 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?
Number of players: 3-6, Run time: 45-60 minutes
Pass with care...
Many are the paths to power: brute force, subtle deception, cunning trickery. You hold the cards...but you can't keep them all. What will you decide to collect for personal gain? And what are you willing to give up in order to destroy? The Ravens are gathering, many of whom used to be rivals. Will you rise to power or simply be...nevermore.
Nevermore 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?
Paperback 2 (Playtest), 7:00pm to 8:00pm -- Hosted by Jeff Beck
Number of players: 2-5, Run time: 30-60 minutes
Brief Description: Come try the sequel to what has been called the most unique word game in years. In Paperback, you play an aspiring author, working to finish kitschy paperback novels. Write the next great Western, Mystery, Romance or Adventure. Live the dream — and maybe pay the bills. Word-building meets deck-building. What's new in this version? You'll have to play to find out!
Open to new players.
Number of players: 2-5, Run time: 30-60 minutes
Brief Description: Come try the sequel to what has been called the most unique word game in years. In Paperback, you play an aspiring author, working to finish kitschy paperback novels. Write the next great Western, Mystery, Romance or Adventure. Live the dream — and maybe pay the bills. Word-building meets deck-building. What's new in this version? You'll have to play to find out!
Open to new players.
Puerto Rico tournament, 7:00pm to 11:00pm -- Hosted by Rip Stead
Number of players: Up to 10, Run time: about 4 hours
In Puerto Rico players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings.
Prize awarded to the winner.
Number of players: Up to 10, Run time: about 4 hours
In Puerto Rico players assume the roles of colonial governors on the island of Puerto Rico. The aim of the game is to amass victory points by shipping goods to Europe or by constructing buildings.
Prize awarded to the winner.
Mage Knight Boardgame, 8:00pm to 10:00pm -- Hosted by Craig Montgomery
Number of players: 2-4, Run time: 1 to 2 hours
The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.
Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience..
Number of players: 2-4, Run time: 1 to 2 hours
The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.
Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience..
Munchkin, 8:00pm to 1:00pm -- Hosted by Mark Curtis
Number of players: 3-6, Run time: 1 to 2 hours
Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.
Number of players: 3-6, Run time: 1 to 2 hours
Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.
There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.
Small World, 8:00pm to 9:30pm -- Hosted by Randon Stead
Number of players: 2-5, Run time: 40-80 minutes
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!
On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go "into decline". A race in decline is designated by flipping the tiles over to their black-and-white side.
At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depend on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins.
Number of players: 2-5, Run time: 40-80 minutes
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs, and even humans, who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!
On each turn, you either use the multiple tiles of your chosen race (type of creatures) to occupy adjacent (normally) territories - possibly defeating weaker enemy races along the way, or you give up on your race letting it go "into decline". A race in decline is designated by flipping the tiles over to their black-and-white side.
At the end of your turn, you score one point (coin) for each territory your races occupy. You may have one active race and one race in decline on the board at the same time. Your occupation total can vary depend on the special abilities of your race and the territories they occupy. After the final round, the player with the most coins wins.
Dragonflame, 9:00pm to 10:00pm -- Hosted by Alex Bernard
Number of players: 2-5, Run time: 1 hour
You are a Dragon. Like all respectable dragons you must find yourself a Princess and horde some treasure. There are some nearby towns just ripe for the plunder. You must strafe these villages with your dragonflame until they submit and hand over their treasures. But of course, you're not the only Dragon out there!
This is a fun and easy game to play, new players welcomed!
Number of players: 2-5, Run time: 1 hour
You are a Dragon. Like all respectable dragons you must find yourself a Princess and horde some treasure. There are some nearby towns just ripe for the plunder. You must strafe these villages with your dragonflame until they submit and hand over their treasures. But of course, you're not the only Dragon out there!
This is a fun and easy game to play, new players welcomed!
Red Dragon Inn, 9:00pm to 10:00pm -- Hosted by Jackie Campbell
Number of players: 2-4, Run time: 30-60 minutes
In Red Dragon Inn, you and your friends are a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold Coins wins the game.
Number of players: 2-4, Run time: 30-60 minutes
In Red Dragon Inn, you and your friends are a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold Coins wins the game.
Risk: Godstorm, 9:00pm to 11:00pm -- Hosted by Joel Cottam
Number of players: 2-5, Run time: at least 2 hours
In Risk Godstorm the players are priests looking to lead their race (Greek, Celtic, Babylonian, Norse, and Egyptian) to dominate the ancient world and the Underworld as well. To do this they will need to marshall their forces, dominate continents, acquire relics of power and call their Gods to earth.Risk Godstorm uses the basic combat elements of classic Risk but alters many other elements. The game is played on an ancient map of the world that focuses on Europe and Northern Africa. Atlantis is also present and highly desirable however a chaotic event can see the fabled city sink into oblivion, taking all the forces present there with it.
At its core the players are trying to control territories and controlling entire continents earns the players bonus units to deploy and further their cause.
One of the key differences to classic Risk is that the Underworld can be invaded and defeated units can also be sent to the Underworld to fight again, with some proving themselves worthy enough to return to the Earth.
As in the play of Risk 2210 A.D., Risk Godstorm is played over 5 rounds (called Epochs here). At the end of that time frame the player with the most Victory Points is declared the winner. Victory Points are earned for the number of territories controlled + region bonuses + control of crypts and altars in the Underworld and for every relic that offers a territory bonus if that territory is controlled.
Also like Risk 2210 A.D., the game begins with a number of territories out of play. Here they are called Plague Lands.
Number of players: 2-5, Run time: at least 2 hours
In Risk Godstorm the players are priests looking to lead their race (Greek, Celtic, Babylonian, Norse, and Egyptian) to dominate the ancient world and the Underworld as well. To do this they will need to marshall their forces, dominate continents, acquire relics of power and call their Gods to earth.Risk Godstorm uses the basic combat elements of classic Risk but alters many other elements. The game is played on an ancient map of the world that focuses on Europe and Northern Africa. Atlantis is also present and highly desirable however a chaotic event can see the fabled city sink into oblivion, taking all the forces present there with it.
At its core the players are trying to control territories and controlling entire continents earns the players bonus units to deploy and further their cause.
One of the key differences to classic Risk is that the Underworld can be invaded and defeated units can also be sent to the Underworld to fight again, with some proving themselves worthy enough to return to the Earth.
As in the play of Risk 2210 A.D., Risk Godstorm is played over 5 rounds (called Epochs here). At the end of that time frame the player with the most Victory Points is declared the winner. Victory Points are earned for the number of territories controlled + region bonuses + control of crypts and altars in the Underworld and for every relic that offers a territory bonus if that territory is controlled.
Also like Risk 2210 A.D., the game begins with a number of territories out of play. Here they are called Plague Lands.
Xactica, 9:00pm to 10:00pm -- Hosted by Lisa Nelson
Number of players: 2-10, Run time: 30-45 minutes
Open to new players, recommended ages 8-10 and up
Xactika is a trick taking game with non-traditional suits and where the goal is to accurately predict the number of tricks you will take each hand.
Number of players: 2-10, Run time: 30-45 minutes
Open to new players, recommended ages 8-10 and up
Xactika is a trick taking game with non-traditional suits and where the goal is to accurately predict the number of tricks you will take each hand.
Wits & Wagers: Family, 10:00pm to 11:00pm -- Hosted by Rip Stead, Jr.
Number of players: 3-10, Run time: 20 minutes per game
Wits & Wagers Family is the family version of the most award winning party game in history.
This edition is more simple, has less down time, and is more portable than the original Wits & Wagers. It also removes the "gambling" element and has questions that are appropriate for kids and the whole family. Most importantly, Wits & Wagers Family makes use of the beloved Meeple playing piece!
Number of players: 3-10, Run time: 20 minutes per game
Wits & Wagers Family is the family version of the most award winning party game in history.
This edition is more simple, has less down time, and is more portable than the original Wits & Wagers. It also removes the "gambling" element and has questions that are appropriate for kids and the whole family. Most importantly, Wits & Wagers Family makes use of the beloved Meeple playing piece!