The Master of Ravenloft is having guests for dinner - & you are invited!
Description:
Evil Lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1-5 players this boardgame features multiple scenarios, challenging quests, and cooperative game play. You and your fellow Heroes must work as a team to succeed in the adventures that unfold within the castle, You either win together or loose together.
Race to earn the Favor of the Pharaoh by befriending all levels of Egyptian society.
Description:
In Favor of the Pharaoh, players roll dice to advance in Egyptian society, each turn gaining a new contact and more influence. These contacts give players more dice to roll or special powers to adjust those dice. The game culminates in a tense final roll-off as players vie for the Pharaoh's favor.
Race to earn the Favor of the Pharaoh by befriending all levels of Egyptian society.
Description:
In Favor of the Pharaoh, players roll dice to advance in Egyptian society, each turn gaining a new contact and more influence. These contacts give players more dice to roll or special powers to adjust those dice. The game culminates in a tense final roll-off as players vie for the Pharaoh's favor.
Real excitement is every child's dream, when growing-up in a small village. Yet when it came, the Queen never spoke to the Fear. And now, 1 of their friends is missing.
Take over territory in the tumultuous Underdark, mashing up deck-building mechanics with board control.
Description:
Tyrants of the Underdark is a competitive board game in which you play as a drow house recruiting monsters, cultists and demons to aid you in controlling locations such as Menzoberranzan and Blingdenstone. Using Power and influence as resources, Tyrants of the underdark features multiple strategies you can use in crafting your deck of minions. Be the the Spymaster infiltrating your enemy's strongholds or the deadly war leader concentrating on assassinating eenmy troops. No matter how you decide to play, whoever controls the Underdark at the end of the game wins......Unless there is some hidden strategy in play
It's been a hundred years since the Great War erupted & now the army's rise for war once again as Undead horrors. Join with the best to stop the Evil at its source.
Description:
It's been a hundred years since the Great War erupted in mass violents and tragity, and now the army's rise for war once again. But this time as undead soldiers. The new war threatens all the land, and must be put to an end. You and your party must stop this evil at its source, the tomb of the undead soldiers.
It's been 100 years since the Great War erupted & now the army's rise for war once again as Undead horrors. Join with the best to stop the Evil at its source.
Description:
It's been a hundred years since the Great War erupted in mass violents and tragity, and now the army's rise for war once again. But this time as undead soldiers. The new war threatens all the land, and must be put to an end. You and your party must stop this evil at its source, the tomb of the undead soldiers.
You are the Paragon Crew, a dangerous crew of misfits given the chance to do the right thing to get out of the worst prison in the Core. Accepting the mission was easy. Surviving? Not so much.
Description:
You are the Paragon Crew. It's a nice (and sardonically inaccurate) name for the most motley, mismatched, sorry collection of hard-core criminals to be found Spinward of the Beyond. But you've been given a chance to do the right thing. Wasn't really much of a choice. Yeah, you are funded by some unknown benefactor whose credit smells sickeningly of Imperium Intelligence ops -- but you can either do this or spend your days rotting on Malfax Station, a lovely combination of waste reprocessing facility and prison. Deciding to go on their little field trip to Palindrome, one of the roughest independent (i.e. criminal) settlements in the Spinward Arm. Saying yes to the mission was the easy part -- surviving it, well, that's the real trick, ain't it?
You are the Paragon Crew, a dangerous crew of misfits given the chance to do the right thing to get out of the worst prison in the Core. Accepting the mission was easy. Surviving? Not so much.
Description:
You are the Paragon Crew. It's a nice (and sardonically inaccurate) name for the most motley, mismatched, sorry collection of hard-core criminals to be found Spinward of the Beyond. But you've been given a chance to do the right thing. Wasn't really much of a choice. Yeah, you are funded by some unknown benefactor whose credit smells sickeningly of Imperium Intelligence ops -- but you can either do this or spend your days rotting on Malfax Station, a lovely combination of waste reprocessing facility and prison. Deciding to go on their little field trip to Palindrome, one of the roughest independent (i.e. criminal) settlements in the Spinward Arm. Saying yes to the mission was the easy part -- surviving it, well, that's the real trick, ain't it?
The Prince of Boccorro & his entourage must escape a beseiged keep & a treacherous attack in order to maintain the line of nobility.
Description:
You were attending a week-long party on Boccorro, an island off the coast of Castille and home of King Branco of the Cormellar line of Castillian and Portagan nobles. The king is having a celebration for Prince Amaral, Heir Honored of Boccorro, having reached his age of ascension. Everything was going grand until the morning you heard the thunder of ship's guns and the report of rifles. Somehow, you think the screams of panic, fires and booming sounds of fusillades was *not* a planned part of the celebration...
Herding Cats: Players and Ludonarrative Dissonance
Summary:
Creating games which interest players both mechanically and narratively is hard. Sometimes players sacrifice gameplay for story or vice versa. This panel will discuss steps to address these issues.
Description:
Creating games which interest players both mechanically and narratively. Worse, sometimes your players sacrifice gameplay for story or vice versa. The conflict between gameplay and narrative is a natural result of RPGs interactive nature. However, sometimes forcing a player to think outside the games story or mechanics can provide a powerful experience. This panel will not only discuss steps to prevent and address issues of tonal inconsistency, we will also talk about ways which these inconsistencies can enhance your gaming experience.
You are the best of the best, protecting this great nation from threats terrestrial or otherwise. Now it is time for your most difficult job yet: Green box recovery. May God be with you.
A seminar on megagame design. The format will be that of a presentation followed by a question & answer session.
Description:
Experienced Megagame designers from the across the US will offer their advice on designing, playtesting, producing, marketing, running and licensing Megagames. Learn from our experience and mistakes, so you can run memorable games that your friends will talk about for years to come.
Experienced Megagame designers from the UK, USA & New Zealand will offer their advice on designing, playtesting, producing, marketing, running & licensing Megagames.
Description:
Experienced Megagame designers from the UK, USA and New Zealand will offer their advice on designing, playtesting, producing, marketing, running and licensing Megagames. Learn from our experience and mistakes, so you can run memorable games that your friends will talk about for years to come.
Join Tom Vasel, Zee Garcia, Sam Healy & Eric Summerer in a live segment of The Dice Tower! Industry guests will provide inside info on upcoming games. There will be singing! And prizes given away!
Description:
The Dice Tower Podcast goes LIVE! again at Gen Con! Come watch Tom Vasel, Eric Summerer, Zee Garcia, Sam Healy and the rest of the gang from the Dice Tower as they entertain you in many ways, including their usual game banter, the Gen Con convention, and... singing! With special musical guests, and Stephen Buonocore of Stronghold Games, we'll have surprises and more! The Audience will be involved in many aspects, including Q&A with The Dice Tower gang. AND expect prizes to be given out! NOTE: Proceeds after expenses for the Gen Con room and A/V system will go to the Jack Vasel Memorial Fund, so your ticket purchase is likely to be part of a donation of around $2000 to charity! Please come, have fun, and give to charity with us!