King Robert is Dead! The Seven Kingdoms brace for battle! You think you know who will take the Iron Throne? Choose your house and see if it's you!
Description:
Six players take on the roles of the great Houses of the Seven Kingdoms of Westeros. Each vieing for the Iron Throne with the Wildling and everpresent threat. Game of Thrones is an epic board game in which it will take more then military might to win. Through strategic planning, masterful diplomacy and clever card play, spread your influence over Westeros to see if you'll wear the crown and sit atop the Iron Throne in the end.
Players take on the role of the Norns as they try different combinations of heroes and events in order to stop Ragnarok.
Description:
Each game is a new attempt to find the right key to saving Midgard from destruction. Players must work together, embodying mighty heroes such as Kratos, Mimir, Atreus, Brok and Sindri, and Freya. They will fight enemies and bosses from the popular God of War video game, but combined and remixed in exciting new ways, creating unique "What if?" scenarios each time they play. If they succeed, the way forward has been secured and Ragnarok can be halted. Failure means the Norns will have to try again as only death and destruction lay along that particular path.
A game of rising empires & falling powers. In each of 7 epochs you control a different empire. The empires expand across the world, later falling as new empires take their place.
Description:
History of the World works under the assumptions that all empires eventually fade and that the only things differentiating great empires from lesser ones is how much territory they conquer and how long it takes for their civilizations to disappear. The game is played out over 7 epochs or rounds, from the ancient 3000 B.C. Sumerians to the pre-WW1 Germany, with every player controlling a new rising empire from history. Some empires are stronger than others (like the Romans), but the game's clever mechanisms can help balance that out. At the end of each epoch, players score points for all units of their color (from both the current and any previous empires) remaining on the board.
A game of rising empires & falling powers. In each of 7 epochs you control a different empire. The empires expand across the world, later falling as new empires take their place.
Description:
History of the World works under the assumptions that all empires eventually fade and that the only things differentiating great empires from lesser ones is how much territory they conquer and how long it takes for their civilizations to disappear. The game is played out over 7 epochs or rounds, from the ancient 3000 B.C. Sumerians to the pre-WW1 Germany, with every player controlling a new rising empire from history. Some empires are stronger than others (like the Romans), but the game's clever mechanisms can help balance that out. At the end of each epoch, players score points for all units of their color (from both the current and any previous empires) remaining on the board.
Interdimensional Ketchup: a Battlestations Adventure
Summary:
An easy to learn, goofy science fiction/starship combat game.
Description:
Be part of a brave group of explorers, heroically attempting to recover the long lost formula for the universe's greatest condiment. Or, take the role of religious zealots, righteously questing to rid the universe of the most heretical sauce to ever blasphemously pollute a sandwich.
Interdimensional Ketchup: a Battlestations Adventure
Summary:
An easy to learn, goofy science fiction/starship combat game.
Description:
Be part of a brave group of explorers, heroically attempting to recover the long lost formula for the universe's greatest condiment. Or, take the role of religious zealots, righteously questing to rid the universe of the most heretical sauce to ever blasphemously pollute a sandwich.
1936 Pulp Adventure - Dying industrialist with help from associates and a band of a motley crew search for the Elixir of Life in the Dragon's Triangle.
Description:
It is 1936 and T.J. Wordsworth is dying from an uncurable disease, when a mysterious package arrives with a potion. After a brief relapse, T.J. and assiciates travel to Shanghai, China to meet the Mysterious Dr. X who gives him a map and key to find the Elixir of Life. With a group of adventurers, will they find the cure to T.J.'s illness when they travel into the Dragon's Triangle.
1936 Pulp Adventure - Avid researcher with help of psychic daughter search for a mythical land with help from the crew of a tramp steamer and an experimental designer.
Description:
It is 1936 and Prof. Turtledove and company are searching for the legendary land of Hyperborea, the Land of the Everlasting Sun. Traveling in a tramp steamer in the Arctic Sea with an experimental submarine, adventure and peril await when they dive into the Stygian depths.
A current saber sport, LARP medic and former EMT will talk about how to prevent, prepare for, and respond to emergencies in areas that are more than 10 minutes from help where every second counts.
Description:
LARPs and other events like them tend to take place in an areas that are outside regular response zones for EMS. In some rural areas volunteer EMS response can be up to an hour away. So what are you going to do if one of your players or friends has an allergic response to lunch, or a bee sting? What if someone fell down a hill and is unconscious? The seconds and minutes immediately following these events are the most valuable to survival. In this 2 hour workshop, 1.5 hours will be devoted to going over the most common injuries/incidents and proper response, and the last half hour will be devoted to some practice. While this won't turn you into a emergency response expert, it should give you some basic tools to help you the next time something goes wrong.
A current saber sport, LARP medic and former EMT will talk about how to prevent, prepare for, and respond to emergencies in areas that are more than 10 minutes from help where every second counts.
Description:
LARPs and other events like them tend to take place in an areas that are outside regular response zones for EMS. In some rural areas volunteer EMS response can be up to an hour away. So what are you going to do if one of your players or friends has an allergic response to lunch, or a bee sting? What if someone fell down a hill and is unconscious? The seconds and minutes immediately following these events are the most valuable to survival. In this 2 hour workshop, 1.5 hours will be devoted to going over the most common injuries/incidents and proper response, and the last half hour will be devoted to some practice. While this won't turn you into a emergency response expert, it should give you some basic tools to help you the next time something goes wrong.