The Fellowship sends you to investigate the death of a writer in a small town in Wisconsin, USA. Is it a case of life imitating art or art imitating life? Heroes with the Psychology feat are encouraged to participate in this event. This event is designed for Heroes of low level.
"A Midsummer Nightmare's Dream on Elm Street 13" Show!
Description:
Beautiful cheerleaders in boots and corsets, wild musical parodies, and spontaneously combustible comedy! These ladies bring you wacky audience interactive game shows to mad-capped teenage sci-fi hi-jinx (and more fun than a barrel of Ewoks on Red Bull)! From Shakespeare to Star Wars, we want YOU in the front row for fun! Join us for the bard's horror classic featuring redneck zombies, cute vampires, and cross dressing slashers! Wench Hugs!
A game of paranoia, deception and mob rule. Fabulous at parties! A mind game in which a vengeful group of villagers must figure out who among them is secretly a werewolf (before it's too late). Each "night" the werewolves eat a villager, and each "day" the surviving villagers attempt to rid the town of werewolves by lynching one of their own.
A game of paranoia, deception and mob rule. Fabulous at parties! A mind game for 8-15 players, in which a vengeful group of villagers must figure out who among them is secretly a werewolf (before it's too late). Each "night" the werewolves eat a villager, and each "day" the surviving villagers attempt to rid the town of werewolves by lynching one of their own.
A game of paranoia, deception and mob rule. Fabulous at parties! A mind game for 8-15 players, in which a vengeful group of villagers must figure out who among them is secretly a werewolf (before it's too late). Each "night" the werewolves eat a villager, and each "day" the surviving villagers attempt to rid the town of werewolves by lynching one of their own.
A game of paranoia, deception and mob rule. Fabulous at parties! A mind game for 8-15 players, in which a vengeful group of villagers must figure out who among them is secretly a werewolf (before it's too late). Each "night" the werewolves eat a villager, and each "day" the surviving villagers attempt to rid the town of werewolves by lynching one of their own.
Allows the holder to play Looney Labs AYAW? all four nights of Gen Con. A game of paranoia, deception and mob rule. Fabulous at parties! A mind game for 8-15 players, in which a vengeful group of villagers must figure out who among them is secretly a werewolf (before it's too late). Each "night" the werewolves eat a villager, and each "day" the surviving villagers attempt to rid the town of werewolves by lynching one of their own.
This is an introduction seminar on the rules and manners of White Wolf's classic World of Darkness LARP. As new LARP systems have come out we understand people are rusty or do not know the old system and we wish to help you learn it in preparation for "When you wish upon a star" This seminar is designed for beginners but could also serve as a refresher for the more experienced players.
All have heard the song “When you wish upon a star“, but what if the arrival of a red star coincides with the return of an old foe? This event continues last year’s classic World of Darkness game “The Last Standâ€. Players represent Kindred stuck in an endless revolution, Garou looking for a means to defeat the star, Mages vying for 2 sources of quintessence, or Fae struggling to protect their history. Will you still wish upon stars at the end?
This is an introduction seminar on the rules and manners of White Wolf's classic World of Darkness LARP. As new LARP systems have come out we understand people are rusty or do not know the old system and we wish to help you learn it in preparation for "When you wish upon a star" This seminar is designed for beginners but could also serve as a refresher for the more experienced players.
All have heard the song “When you wish upon a star“, but what if the arrival of a red star coincides with the return of an old foe? This event continues last year’s classic World of Darkness game “The Last Standâ€. Players represent Kindred stuck in an endless revolution, Garou looking for a means to defeat the star, Mages vying for 2 sources of quintessence, or Fae struggling to protect their history. Will you still wish upon stars at the end?
This is an introduction seminar on the rules and manners of White Wolf's classic World of Darkness LARP. As new LARP systems have come out we understand people are rusty or do not know the old system and we wish to help you learn it in preparation for "When you wish upon a star" This seminar is designed for beginners but could also serve as a refresher for the more experienced players.
All have heard the song “When you wish upon a star“, but what if the arrival of a red star coincides with the return of an old foe? This event continues last year’s classic World of Darkness game “The Last Standâ€. Players represent Kindred stuck in an endless revolution, Garou looking for a means to defeat the star, Mages vying for 2 sources of quintessence, or Fae struggling to protect their history. Will you still wish upon stars at the end?
The Society dispatches you to convince a druid to allow study of his recently discovered lorestone, a magical item that unlocks the mysteries of the ancient Andoren druid circles. When you find him murdered and the lorestone missing, you must race against time to recover the lorestone and stop it from being used against the druids of Andoran. (Tiers 1–5 by Steven Robert)
The Society dispatches you to convince a druid to allow study of his recently discovered lorestone, a magical item that unlocks the mysteries of the ancient Andoren druid circles. When you find him murdered and the lorestone missing, you must race against time to recover the lorestone and stop it from being used against the druids of Andoran. (Tiers 1–5 by Steven Robert)
The Society dispatches you to convince a druid to allow study of his recently discovered lorestone, a magical item that unlocks the mysteries of the ancient Andoren druid circles. When you find him murdered and the lorestone missing, you must race against time to recover the lorestone and stop it from being used against the druids of Andoran. (Tiers 1–5 by Steven Robert)
The Society dispatches you to convince a druid to allow study of his recently discovered lorestone, a magical item that unlocks the mysteries of the ancient Andoren druid circles. When you find him murdered and the lorestone missing, you must race against time to recover the lorestone and stop it from being used against the druids of Andoran. (Tiers 1–5 by Steven Robert)
When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Society decides to build a new lodge there to explore the many ruins of Taldor. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. (Tiers 1–7 by Tim Hitchcock)
When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Society decides to build a new lodge there to explore the many ruins of Taldor. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. (Tiers 1–7 by Tim Hitchcock)
When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Society decides to build a new lodge there to explore the many ruins of Taldor. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. (Tiers 1–7 by Tim Hitchcock)
When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Society decides to build a new lodge there to explore the many ruins of Taldor. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. (Tiers 1–7 by Tim Hitchcock)
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's imperial shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? (Tier 1-7 by Joshua J. Frost) Pt 1 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After thwarting a double-cross and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? (Tier 1-7 by Joshua J. Frost) Pt 2 of 2.
When rumors stir of a hidden treasure ship in Absalom's Flotsam Graveyard, the Pathfinder Society sends you beneath the Inner Sea to investigate. Mayhem, undersea adventure, and chaos are to be had in this rousing rampage beneath the roiling waters of Absalom's harbor. (Tiers 5–9 by David Eitelbach & Hank Woon)
When rumors stir of a hidden treasure ship in Absalom's Flotsam Graveyard, the Pathfinder Society sends you beneath the Inner Sea to investigate. Mayhem, undersea adventure, and chaos are to be had in this rousing rampage beneath the roiling waters of Absalom's harbor. (Tiers 5–9 by David Eitelbach & Hank Woon)
When rumors stir of a hidden treasure ship in Absalom's Flotsam Graveyard, the Pathfinder Society sends you beneath the Inner Sea to investigate. Mayhem, undersea adventure, and chaos are to be had in this rousing rampage beneath the roiling waters of Absalom's harbor. (Tiers 5–9 by David Eitelbach & Hank Woon)
When rumors stir of a hidden treasure ship in Absalom's Flotsam Graveyard, the Pathfinder Society sends you beneath the Inner Sea to investigate. Mayhem, undersea adventure, and chaos are to be had in this rousing rampage beneath the roiling waters of Absalom's harbor. (Tiers 5–9 by David Eitelbach & Hank Woon)
A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo. Travel beneath Golarion, fight through caverns of hideous creatures, and reach the fabled Darklands Pyramid. (Tiers 7–11 by Sean K Reynolds)
A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo. Travel beneath Golarion, fight through caverns of hideous creatures, and reach the fabled Darklands Pyramid. (Tiers 7–11 by Sean K Reynolds)
A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo. Travel beneath Golarion, fight through caverns of hideous creatures, and reach the fabled Darklands Pyramid. (Tiers 7–11 by Sean K Reynolds)
A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo. Travel beneath Golarion, fight through caverns of hideous creatures, and reach the fabled Darklands Pyramid. (Tiers 7–11 by Sean K Reynolds)
It's a 10-day journey within Africa. Players will be challenged to finish their trip first, without getting stuck in the middle of nowhere! Prizes awarded to 1st, 2nd. Points count towards OTB Grand Championship.
It's a 10-day journey within Asia. Players will be challenged to finish their trip first, without getting stuck in the middle of nowhere! Prizes awarded to 1st, 2nd. Points count towards OTB Grand Championship.
It's a 10-day journey within Europe. Players will be challenged to finish their trip first, without getting stuck in the middle of nowhere! Prizes awarded to 1st, 2nd. Points count towards OTB Grand Championship.
It's a 10-day journey across America. Players will be challenged to finish a non-stop 10 Day journey. Prizes awarded to 1st, 2nd. Points count towards OTB Grand Championship.
Come join the Girls of Team Iuz while we discuss the 10 biggest "MYTHS" of girls in gaming. The focus is centered on D&D 3.5. If you're interested in gaming, but have heard all the stereotypes, this is the place to come to get the facts straight!
The kingdom of Yan is in a grip of terror at the hands of a myth. Rumor speaks of a master criminal who can impersonate anyone and be in all places, disturbing the plans of heaven with seemingly no purpose but chaos and bloodshed. But what does this killer seek? A collection of heroes have glimpsed a plot to sent the city of Thrashing Dragon at war with itself. Will they be able to uncover the mastermind or fall to an enemy who can become anyone?
12th Night in Dublin: What shall we do at the Rising of the Moon?
Description:
The Republic of Eire is torn between its desire for peace and its desire to help humanity. The critical vote on whether to aid Europe against the Elvish invasion is coming up in two hours, and the delegates gather for a cup of tea and a biscuit before the vote. Everyone has an agenda, and more than peace or war will be decided here. A fast paced Steam Punk LARP.
Try the U.S. Eastern seaboard game of railbuilding and stock market manipulation that started the 18xx craze in North America. This event is by advancement only. See Puffing Billy HQ for touranment details.
Try the U.S. Eastern seaboard game of railbuilding and stock market manipulation that started the 18xx craze in North America. Winners of this event will qualify to play in the Finals on Saturday at 8am. This event is also a qualifier for the 18xx Tournament. See Puffing Billy HQ for tournament details. Puffing Billy Tournament Event
Try the U.S. Eastern seaboard game of railbuilding and stock market manipulation that started the 18xx craze in North America. Winners of this event will qualify to play in the Finals on Saturday at 8am. This event is also a qualifier for the 18xx Tournament. See Puffing Billy HQ for tournament details. Puffing Billy Tournament Event
Try the U.S. Eastern seaboard game of railbuilding and stock market manipulation that started the 18xx craze in North America. Winners of this event will qualify to play in the Finals on Saturday at 8am. This event is also a qualifier for the 18xx Tournament. See Puffing Billy HQ for tournament details. Puffing Billy Tournament Event
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
18EZ is the first 18xx game designed from the ground-up to help players learn the 18xx system. The game uses a series of levels, which allow players play entire games quickly while learning the different phases of the game in bite-size pieces. In the first level, players learn how to build and manage routes. In the second, they are introduced to the stock market. The third introduces private, and minor companies.
Have you always wanted to learn to play the 18xx games but been intimidated by the pros. This session is designed for the beginner to teach the basics of the 18xx system. Shorter games will be used to teach. Puffing Billy Ribbon Event.
Have you always wanted to learn to play the 18xx games but been intimidated by the pros. This session is designed for the beginner to teach the basics of the 18xx system. Shorter games will be used to teach. Puffing Billy Ribbon Event.
Finals by Advancement Only. Advancement based on ranking in mulitple earlier qualifiers. Best score in three different 18xx games will determine who will advance. Game that is played will be determined by the participants. See Puffing Billy HQ for details.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
Play any of the 18xx variants. 1856, 1835, 1870 and possibly others will be provided but bring any variants/kits would like to play as well. This event is a qualifier for the 18xx Tournament. Finals Saturday 6pm. See Puffing Billy HQ for additional tournament details. Puffing Billy Ribbon Event.
2-person team constructed. Both players must share same (Alliance or Horde) affiliation. 1 game matches. 60 min limit. Play side by side, with each players Protectors able to defend either hero.
This is the 2009 Austin Powers CCG World Championship - "Nobody knows what you're talking about..." You will need to bring an Evil and a Good Deck to join the tournament. There will be a limited number of free decks and instruction available prior to the tournament for those that do not have decks. Join Austin and his agents as they try to stop Dr. Evil and his minions from controlling the world!
On a covert mission to Cyre, an agent of the Silver Flame discovered a strange dragonshard. She has since dreamed of four similar shards buried in the other nations of Khorvaire. Set in the 4th Edition world of Eberron, the 2009 D&D Champ is a 3-round, single-elimination advancement tournament. Assemble a team of 5 players and compete against others vying for the title of D&D Champion!
On a covert mission to Cyre, an agent of the Silver Flame discovered a strange dragonshard. She has since dreamed of four similar shards buried in the other nations of Khorvaire. Set in the 4th Edition world of Eberron, the 2009 D&D Champ is a 3-round, single-elimination advancement tournament. Assemble a team of 5 players and compete against others vying for the title of D&D Champion!