WinterCon 2009 Board Game Events & Submission

Personnel

About us

WinterCon Michicon Other Events Links

Welcome to the WinterCon '09 Board Game page

We have over 50 board game events!  If you are dying to run a game contact our Board Game Guru Bob Fix.

 

 

Board Game Events


WinterCON BOARD GAME EVENT SCHEDULE

Academy Games to run Demo's throughout the Con!

 

 

 

Saturday Puffing Billy Tournaments

These Rail Game Tournaments run on both Friday & Saturday

 

All games EXCEPT Tournaments are demo games; the rules will be taught and NO experience necessary. Any Tournaments REQUIRE experience with the game; players are expected to bring their games to a tournament, and if there are not enough games to go around, players with games have priority to be allowed to play.

 

 

 

 

Saturday December 5th 2009

9:00am-11:30am

 

  • Mississippi Queen
  • Number of Players: 6
  • GM: Kors Von Mourik
  • Description:  In this light, fun family game, players race their paddleboats down the Mississippi, picking up passengers along the way. But onboard coal supplies are limited, so each ship's acceleration and maneuvers must be carefully planned. Perhaps most interestingly, the twists and turns of the river are unknown at the start of the game, and are only revealed as ships progress downstream.
 
 
  • For Sale
  • Number of Players: 6
  • GM: Bob Fix
  • Description: 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.
 
 
 
  • Metropolys
  • Number of Players: 4
  • GM: Robert Fix
  • Description:The awe-inspiring Metropolys is in effervescence! Talented Urban planners and architects rival each other to make luxury, elegant buildings of glass and steel defying the laws of balance grow from the ground. Who will eventually impose their style to leave an indelible trail in the history of the city? The answer is in your hands!

    The players are urban planners in quest of prestige. Over the course of the game, they try to construct their buildings in the best places. As soon as a player has placed all of their buildings, the game ends. The player with the most prestige is the winner.

 

 
  • Risk 2210
  • Number of Players: 5
  • GM: Mike Yetzer
  • Description:Risk 2210 A.D. is yet another entry in the long series of Risk variants. Set in the not-so-distant future, battles are now fought by machines of destruction, known as MODS, for short. Human commanders still lead these mechanized troops, but these commanders each have special powers and abilities. These come into play via the use of Command cards, which add a new dimension to the game. Now, the battle is not just for the continents, but the sea and moon are also battlegrounds.

    Although much has been added, the basic flavor of the game is still Risk. One welcome change is the institution of a five-turn game limit, which allows the game to play to completion in about three hours. Further, players must also factor in economics in the form of energy. This energy is used to purchase Command cards, bid for Turn Order, and hire new commanders. There is much more strategy and planning involved in this new version, but it should still appeal to the classic Risk fans.

 

 
  • Kaiser's Pirates
  • Number of Players: 4
  • GM: Blake Lipman
  • Description: THE KAISERS PIRATES™ is a fast-paced card game of gripping adventure on the high seas set during World War One. Players control some of Kaiser Wilhelm’s ace German converted commerce-raiders and light cruisers. Air patrols were in their infancy and it was still easy to disappear into the vast expanses of the high seas only to re-emerge on another key sea lane. Players use their raiders in the traditions of the privateers and pirates of old to sink or capture as many Allied and neutral merchantmen as possible. Danger lurks everywhere but, in a desperate pinch, these ships can shoot it out with the British hunters.

    In its unique game play system each player commands both the German and British Forces as they scourer the sea-lanes in search of their next merchant prize. No opponent available or just looking to sharpen game-play strategies? THE KAISERS PIRATES™ solitaire game system has everything needed.

 

 
  • Jet Set
  • Number of Players: 6
  • GM: Nick Paterni
  • Description: Spend money to place your airplanes on key airlinks between cities. The first to place an airplane on a link gains cheaper rights, but other players can still use the link for a price. A number of flight cards are on display; a player can claim one after connecting the two cities shown. Longer flights are worth more points, but the short flights are easier and less expensive to achieve, and they bring in just as much income as the long flights. At the end, it's urgent to get your secret Final Flight done, connecting three cities. The winner is the player with the most valuable collection of flights achieved, including bonuses for finishing the Final Flight sooner.

 

 
  • Kill Dr Lucky & his little dog too
  • Number of Players: 8
  • GM: Mike Uhl
  • Description: For over ten years, you’ve tried to kill that simpering old fool, Doctor J. Robert Lucky. Sometimes you succeed, but most of the time you don’t find the right weapon, or you find yourself lost inside the old man’s mansion, or you notice someone watching and postpone your attempt.

    And if that weren’t bad enough, Doctor Lucky bought a dog. His name is Shamrock, and he’s just as lucky as his master. He also has an annoying habit of making you feel fond of him. And that makes you mad—mad enough to Kill Doctor Lucky... and His Little Dog Too.

 

 
  • Frag Gold
  • Number of Players: 6
  • GM: Alan Toby
  • Description: Game starts. Enemy in sight . . . Frag him! Grab his stuff! Run! Get a bigger gun! Grab some armor! There he is again! Frag him! Whoa, there's another one. Run . . . you're hit! You're down. Respawn! Grab a weapon! Start again!

    Frag is a computer game without a computer. It's a "first-person shooter" on a tabletop. Move your fighter and frag your foes; draw cards for weapons, armor, and gadgets; move through the blood spatters to restore your own health! If you die, you respawn and come back shooting!

 

 
  • Hollywood Blockbuster
  • Number of Players: 5
  • GM: Doug Palmer
  • Description: Reiner Knizia's auction game about producing movies. In four rounds, players bid on chips representing genuine directors, actors, camera, effects, music, guest stars and agents. These all get placed on players' film-strips, to complete the movie production. So one movie might need 2 actors, but no music or effects and so on. As films are completed, the points value is marked and another film-strip taken. There are two parties each round where players get to pick from offers without paying anything. There are bonus points for first films completed and best films, best directors, even worst film.

    The auction is a basic rising offer with passing until one winning bid remains. Players pay into the pot with contracts as money, and the rest of the players share the pot each turn. So it's a closed economy with players trying to time to bid on what they really need to complete films.

 

  • The Stars are Right
  • Number of Players: 4
  • GM: Walter Schirmacher
  • Description:In the game you'll start small, bringing ghasts and ghouls back to our reality. Invoke minor creatures to flip over a tile or push a row, creating the correct patterns to summon more and more powerful ones. Eventually, you'll build a horde of Servitors who can chain flips, pushes, and switches together; rearranging the entire grid to your whims. Change the skies, summon a Great Old One, and win! The game is won by acquiring 10 points first, which can be done by summoning many small creatures or going for Great Old Ones. Creatures which give more points tend to require more complex constellations. The night sky is represented by a 5x5 field of objects. It can be manipulated by moving a row by one object (cycling through), flipping one object (both sides have different objects), and switching two neighboring objects.

 

 
  • Pack and Stack
  • Number of Players: 5
  • GM: Betsy Cox
  • Description: The players try to fill their trucks as perfectly as possible.
    They start each round with a random selection of goods. Then the available trucks are revealed and everybody tries to get the one truck that is most useful for his goods. The players get negative scores if they packed their truck and it was too large (a lot of unused space) or too small (a lot of goods don't fit). So it's a matter of picking the right truck quickly.

 

 
  • Bombay
  • Number of Players: 5
  • GM: Robert Hill
  • Description: During the game the players will acquire goods which they will try to resell at the best price in four cities. Each type of good has its own market where the prices of the goods will fluctuate. To transport their goods, each player owns a charming elephant able to transport up to two bundles.
 
 
  • Pillars of Earth
  • Number of Players: 6
  • GM: Adam Tucker
  • Description: At the beginning of the 13th century, construction of the greatest and most beautiful cathedral in England begins. Players are builders who try to contribute the most to this cathedral's construction and, in so doing, score the most victory points. Gameplay roughly consists of using workers to produce raw materials, and then using craftsmen to convert the materials into victory points. Workers may also be used to produce gold, the currency of the game. Players are also given three master builders each turn, each of which can do a variety of tasks, including recruiting more workers, buying or selling goods, or just obtaining victory points. Getting early choices with a master builder costs gold, as does purchasing better craftsmen. Players must strike a balance between earning gold to fund their purchases and earning victory points.

 

10:00am-11:30am

  • Wings of War
  • Number of Players: 8
  • GM: Kors Van Mourik
  • Description: Wings of War is a game series which merges card and board game mechanics to recreate aerial combat. The first series of Wings of War games focus on the "knights of the air" age, World War I, portraying the abilities of the fighting planes of this period.

 

 

11:30am-2pm

 
  • Conflict of Heroes- Dance of the Totenkopfs
  • Number of Players: 4
  • GM: Uwe  Eickert The Game Designer!
  • Description: Massive tank battles for the historical wargame that Eurogamers love to play!
    Storms of Steel! makes you a witness to the greatest tank battle in history! After their stinging defeat at Stalingrad, the Germans mass their best forces for an all-out attack against the growing Soviet bulge at Kursk. The Soviets’ network of master spies has caught wind of the German plans, and they are prepared to trap and decimate the best panzer forces the Germans can muster...
    No one is safe from the blazing steel raining from above as dive bombers and strafing attacks are combined with ground operations. Now you will need to consider all three dimensions of the battlefield with the unique new “3D” aircraft movement and attack rules. Your ground forces get a boost also, with the new “Veteran” and “Special Weapon” cards that allow you to customize your units to suit your own tactical goals and style! .

 

 
 
  • For Sale
  • Number of Players: 6
  • GM: Bob Fix
  • Description: 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.
 

 

  • Duck Dealer
  • Number of Players: 5
  • GM: Blake Lipman
  • Description:  Duck Dealer is a game of involved, complex planning, set against a background of intergalactic trade. It is a game about recognizing routes, and developing profitable infrastructures; but above all, it's a game of racing your opponent to that one great opportunity you both see-- or does he have a different plan?

    The object of the game is to amass riches by buying plastic beads, yellow rubber ducks, blue paint, and other innovative high-tech materials and then selling them to hapless consumers across the universe.

    Players take turns. Most turns will be very quick as players focus on collecting enough energy to realize their plans. From time to time, a player will burst into action, fly around the universe, and, hopefully, gain more money than his opponents…

    Over the course of the game, players improve their spaceship, adding extra gear and cargo space. As they explore the galaxy, new centers of production rise to prominence, trade routes are changed, and money is made by different tricks…

 

  • Le Havre
  • Number of Players: 5
  • GM: Nick Paterni
  • Description: In Le Havre, a player’s turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers.
  • After every seven turns, the round ends: players’ cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.

 

  • Small World
  • Number of Players: 5
  • GM: Richard Sullivan
  • Description:

    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!

    .

 

 

  • Air Baron
  • Number of Players: 6
  • GM: Mike Yentzer
  • Description: This odd game, ostensibly about airlines vying for control of the American skies, comes off as more of a war game. In an effort to control major-city hubs, players pay and roll the dice to take over individual spokes. Income is generated by randomly selecting purchased spokes and controlled hubs. When one player controls a certain percentage of the market and has accumulated a certain amount of money, that player wins.

 

 
  • Container
  • Number of Players: 5
  • GM: Doug Palmer
  • Description: Container is a game about big ships and big production. Each player will play both as a producer and shipper of goods. Players will decide which products they want to produce, and which of the OTHER player's goods they want to ship out to a remote island. During these phases, players will be able to set the prices for their goods and try to maximize their cash!

    Once the goods have reached the island, players will play the part of the purchaser for their tiny island. Players bid for the goods arriving each day by ship, and the highest bidder collects these goods for conversion into points at the end of the game.

    Sounds simple? It is! But the real challenge is turning your home production into goods for your island. Your government is willing to subsidize your purchases, but just how much money do you want to give to your competitors for that lovely crate of goods your island desperately needs?

 

 

  • Revolution
  • Number of Players: 4
  • GM: Alan Toby
  • Description: In Revolution! players take advantage of the fluid political situation by secretly bidding for a number of characters, each yielding a combination of territory control, points (popular support) and more currency with which to bid next round. Players win by gaining the support of the people (the most points). Players can gain bonus points by controlling an area of the city at the end of the game. This game is for 3-4 players and takes 60 minutes to play.

 

  • Red Dragon Inn
  • Number of Players: 8
  • GM: Mike Uhl
  • Description: 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.
 

 

  • Rattlesnake
  • Number of Players: 4
  • GM: Mike Uhl
  • Description:"Who will be the first player to get rid of the dangerous eggs of the Rattlesnakes?

    Rattlesnake is an easy, fun game for kids of all ages. The game will challenge their strategy and dexterity!

    Players will compete to be the first to place all their 'snake eggs' on the board, but these funny magnetic 'eggs' will clash if you make the wrong move, and then you will have to pick them all up!

    The first game published by Nexus for family entertainment, Rattlesnake will be a sure hit with parents and younger players, as well as seasoned gamers looking for a fresh, quick dexterity game."

 

 
 
  • Munchkin Quest
  • Number of Players: 4
  • GM: Walter Schirmacher
  • Description: Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes to the boardgame.
    You'll build your dungeon, a room at a time, from 24 heavy, double-sided tiles. Each shows a different room . . . some are good for certain characters, some are bad. Populate it with monster standies and let your munchkins run amok!
    Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another room is added to the dungeon.
    Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can . . .
    Designed by Steve Jackson and illustrated by John Kovalic, this boardgame doesn't take itself seriously. Except for the loot – munchkins are always serious about the loot!

 

 

  • Pandemic / On the Brink expansion
  • Number of Players: 5
  • GM: Betsy Cox
  • Description:  Pandemic is a cooperative game.  Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out.  Players must work together, playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example, the Operation Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5.  But the diseases are breaking out fast and time is running out: the team must try to stem the tide of infection in diseased areas while developing cures. If disease spreads uncontrolled, the players all lose. If they find the cures, they win.  The board shows earth with some big population centres. On each turn a player can use four actions to travel, cure, discover and build. Cards are used for this but the deck also contains Epidemics...

 

  • Ghost Stories
  • Number of Players: 4
  • GM: Robert Hill
  • Description:  Ghost Stories is a cooperative game in which the players try to defeat the spirit of Wu-Feng, the lord of hell, 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 ghost hunter who is working together with the others to fight off waves of spirits and other beings mostly inspired by eastern mythology.

 

2:00pm-4:30pm

 

 
  • Antike
  • Number of Players: 5
  • GM: Pat Ulano
  • Description: Antike is a challenging strategy game about evolution and competition among ancient civilizations. Ancient nations create cities, build temples, sail the seas, and discover new principles of science and technology. Their legions and galleys open new settlements and defend their people against attacks from their enemies. Two scenarios can be chosen as the game board is two-sided. Players choose from Greeks, Romans, and Germanic tribes and Phoenicians, Carthaginians, Persians, Arabs, Egyptians, and Babylonians.

    Every nation tries to win ancient kings, scholars, generals, citizens, and navigators for themselves. The nation that acquires a specified number (depending on the number of players) ancient personalities first will win the game!

    Lead one of these nations to victory! But watch out for your enemies, as they will want to conquer your cities to destroy your temples. The game depends not on the luck of dice or cards, but on thoughtful plans and skillful diplomacy.

 

  • Roborally
  • Number of Players: 8
  • GM: Gwommy 'Bill' Holderman
  • Description: Imagine that you're a supercomputer. Now imagine that you're bored. So you dream up a little contest for you and a couple of your supercomputing buddies. Your task is to move one of the stupid little robots out on the factory floor through a series of checkpoints scattered throughout the factory. The wrinkle, however, is that the factory floor is filled with all kinds of inconvenient (if not down-right deadly) obstacles located in various locations: conveyor belts, crushers, flame-throwers, pushers, teleporters, oil slicks, pits, et cetera. But the real fun comes when the robots cross each other's path, and suddenly your perfect route is something less than that...
 
 
 
  • Battlestar Galactica
  • Number of Players: 6
  • GM: Dave Rogers
  • Description:  Battlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival. Based on the epic and widely-acclaimed new Sci Fi Channel series, Battlestar Galactica: The Board Game puts players in the role of one of ten of their favorite characters from the show. Each playable character has their own abilities and weaknesses, and must all work together in order for humanity to have any hope of survival. However, one or more players in every game secretly side with the Cylons. Players must attempt to expose the traitor while fuel shortages, food contaminations, and political unrest threatens to tear the fleet apart.

 

 

  • Hey! That’s My Fish!
  • Number of Players: 4
  • GM: Bob Fix
  • Description: A short game in which players control a number of penguins. The penguins move over hex-shaped ice tiles with 1, 2 or 3 fish on them. The player takes the hex from where the penguin started his movement from the table, thereby creating a gap which other players can't cross. If a penguin can't move, he's taken from play. The player with the most fish in the end wins.

 

  • Castle Panic
  • Number of Players: 6
  • GM: R Hill
  • Description:

    The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods.

    Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle Towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!

    Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up.

    Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest, at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.

 

  • Ad Astra
  • Number of Players: 5
  • GM: Richard Sullivan
  • Description: Build your space civilization as humanity travels to new stars and meets the weird artifacts of ancient alien races!
    In
    Ad Astra you will explore new planets, exploit their resources and set your own goals to create the most advanced space colonies.
    Using an innovative turn-planning system, Ad Astra is the first game in our “Designer’s Collection”, which will feature original games from the best international authors
    .

 

  • Red November
  • Number of Players: 16
  • GM: Jon Pehrson
  • Description:

    Red November is a cooperative game in a gnomish attack submarine where everything is going wrong. The sub is descending and the water pressure increasing, the nuclear reactor is overheating, the nuclear missile launchers are pre-igniting, fires and water leaks are everywhere, there's a giant Kraken looming nearby and there’s very little oxygen and vodka left. While the storyline feels more and more like a disaster movie, the players must get organized to solve the problems, divide the tasks among themselves to minimize the risks, and sometimes accept to sacrifice themselves for the common cause.

    The game is played on the map of the submarine. The conditions in the submarine are represented by three disaster tracks: Asphyxiation, Heat and Pressure. During the game, these conditions get worse, and if anyone of them reaches its maximum value, the submarine is lost. In addition, various emergencies can occur which have to be dealt with swiftly, or they'll also lead to the loss of the submarine.

    Each turn, a player can move to a new location, and perform some action there. Such an action can be repairs (which will improve conditions on the sub and/or fix emergencies), removing obstacles (unblocking hatches, removing flooding or extinguishing fires) or stocking up on equipment (which will help with later actions). Each action is paid for with time. The more time a player spends on an action, the greater the chance of success. After each player's turn, a number of events will happen; the more time was spent, the more events will occur. Such events will be the worsening of conditions in the submarine, or the triggering of emergencies.

    If the Gnomes can keep alive long enough, rescue will arrive and the game is won.

 

  • Monster Mayhem
  • Number of Players: 5
  • GM: Mike Uhl
  • Description: Please don't feed the Monsters! In the modern world, the things that go "bump" in the night are real. As a vampire, werewolf, mummy, poltergeist, or zombie, you stalk the city after dark, searching for human victims to sate your inhuman appetites. Be it blood, bones, brains, organs, or spirit that you crave, you prowl the shadows in search of prey!
 
 
  • Monsters Menace America
  • Number of Players: 4
  • GM: Lee Keefer
  • Description: Each player is one of six Giant Monsters, stomping across a map of the USA in search of cities to destroy. The monsters run the gamut from the classic (enormous lizards and gargantuan apes) to the slightly more unconventional (giant walking eyeball), and each has its own set of attributes and powers.

    Ingeniously, everyone also controls an arm of the military, which can be used to attack and weaken the other monsters on the board. It's a losing battle for the militia -- monsters can wipe out military bases and reduce the total number of forces available to each player -- but you can get a few good licks in early in the game.The battle escalates until the 20th city is reduced to rubble. At that time, all the monsters duke it out in a free-for-all, mano-a-clawo Monster Challenge; when the dust settles, the last monster standing is declared the winner.

 

 
 
  • Munchkin Cthulhu
  • Number of Players: 6
  • GM: Walter Schirmacher
  • Description: Munchkin Cthuhlu is a stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson (US) and John Kovalic, this set features four new Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.

 

 

  • Betrayal at House on the Hill
  • Number of Players: 6
  • GM: Adam Tucker
  • Description:  BETRAYAL AT HOUSE ON THE HILL quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, BETRAYAL AT HOUSE ON THE HILL is ideal for parties, family gatherings or casual fun with friends.  BETRAYAL AT HOUSE ON THE HILL is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.  Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! BETRAYAL AT HOUSE ON THE HILL will appeal to any game player who enjoys a fun, suspenseful, and strategic game.
 
 
  • Tobago
  • Number of Players: 4
  • GM: Matt Smith
  • Description:  Tobago is an adventure game, in which the players possess different parts of treasure maps. During the game more and more information about the locations of the treasures is revealed, and the possible locations are narrowed down. When a player identifies the location of one of the treasures she tries to reach it as fast as possible to secure the findings.

 

 

 

4:30pm-7:00pm

 
 
 
  • Eve-Conquests
  • Number of Players: 4
  • GM: Pat Ulano
  • Description:

    EVE is a hard-core sci-fi setting, ruthless, cruel, and cold. Set twenty thousand years in the future, the game world presents a human race straining at the boundaries of its own nature. Massive empires have risen to envelop vast areas of space, each aiming to shape the universe according to its own unique vision.

    EVE: Conquests is a strategy board game for 2-4 players set in the EVE Universe. Players assume the roles of the four major empires in EVE and set out to prove their superiority by means of planetary domination. Their conquests require them to play the political landscape in EVE, an effort that often leads them to make war on those who defy them. Garnering the influence necessary requires tact and strategic management of resources in all spheres of operations.
    It normally takes about 2 hours to play the game to completion.

 
  • Ivanhoe
  • Number of Players: 5
  • GM: Bob Fix
  • Description: Take on the role of a knight and join the prestigious tournaments at the king's court. Use your cards to win the jousting competitions, or fight with your sword, axe or morningstar. Rally your squires, gain the support of a maiden, and play action cards against your opponents. The first player to win four or five different tournaments becomes the overall victor.

 
 
  • Arkham Horror
  • Number of Players: 8
  • GM: Robert Hill
  • Description: Arkham Horror is a cooperative adventure game themed around H.P Lovecraft's Cthulhu Mythos. Players choose from 16 Investigators and take to the streets of Arkham. Before the game, one of the eight Ancient Ones is chosen and it's up to the Investigators to prevent it from breaking into our world. During the course of the game, players will upgrade their characters by acquiring skills, allies, items, weapons, and spells. It's up to the players to clean out the streets of Arkham by fighting many different types of monsters, but their main goal is to close portals to other dimensions that are opening up around town. With too many portals open the Ancient One awakens and the players only have one last chance to save the world. Defeat the Ancient One in combat!
  • This Event runs the rest of the Convention

 

  • Kingsburg 
  • Number of Players: 5
  • GM: Matt Smith
  • Description: In Kingsburg, players are governors enlisted by the King to administer his new border provinces. Over the course of five years, players compete to influence the King\'s advisors to gather resources and information, to be used to construct buildings and make other improvements in their province. At the end of each year, the provinces will be attacked by an invading force, so players must also manage their defenses throughout the game. The winner is the player who is the most successful at managing their province, and thus will have amassed the most victory points at the end of the five years.
 
 
 
  • Cowboys: The Way of The Gun
  • Number of Players: 8
  • GM: Bob Fix
  • Description:

    THE COWBOYS is our game of the Old West. 2 - 10 Cowboys (players) shoot it out in 10 - 60+ minutes. The game features stand-up Cowboy Counters artistically designed with full color artwork by Gary S. Zaboly. There are 26 Historical and Hollywood style scenarios in the game. Six double-sided geomorphic mapboards create the battlegrounds of the Old West.

    The game rules allow you to pick up and play the game in minutes. The optional rules add chrome but still keeps the game very playable. The "Old West" personalities are there; Wyatt, Doc, Jesse, Billy, and many other legends of the Wild West. Some of the variables include town folk,horses, etc.

    Bank robberies, cattle rustling, stagecoach holdups, jail breaks, lynch mobs, and many other western actions are depicted. It pits opposing sides against each other, bringing to life the daring and dastardly deeds of heroes and villains when the way of the gun ruled the day. Included are the lawmen, gunfighters, gamblers, and ne'er do wells who knew how to handle themselves during a gunfight. Also the town folk will show up to add a much needed gun to the fight.

 
 
 
  • Leader
  • Number of Players: 6
  • GM: Bill Stapel
  • Description:

    Leader 1, the legend of cycling, is a cycling race simulation by Ghenos games.

    In each of the 5 teams there are different types of cyclists: 1 rouleur, 1 climber and 1 leader. Different tracks can be arranged with the hexagons reproducing different types of routes: plain, ground rise, mountain pass and downhill.

    Every cyclist enjoys the benefits of a free base movement which varies according to his specialty and according to the hexagon at the beginning of his movement. After this kind of movement every racer can add a paying movement. Therefore, the race is based on the riders’ energy management: initially the riders are all inside the peloton, where it is easier to save energy, but then they will have to find the proper moment to break away to open the definitive gap ahead of the peloton.

    The slipstreaming rule assures the simulation of the easier breaking away with a fellow, saving energy by swapping places. Cracks, falls and punctures make the simulation more complete.

    Leader 1 has a simple yet fascinating mechanism: players decide the placement and energy management of their riders, facing all the elements of a “classic” or “stage” race.

 

 
  • Power Grid
  • Number of Players: 6
  • GM: Dan Moellering
  • Description: Power Grid is the updated release of the Friedemann Friese crayon game Funkenschlag. The latest cooperative publishing effort from Friedemann Friese and Rio Grande Games, removes the crayon aspect from network building in the original edition while retaining the fluctuating commodities market like McMulti and an auction round intensity reminiscent of The Princes of Florence.

    The object 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.

 

 
  • Niagara
  • Number of Players: 5
  • GM: Mike Uhl
  • Description: Niagara is set in the not particularly safe world of rushing waterfalls. In the late 18th Century, the Shawnee and Iroquois Indians pointed white Desperadoes, Mercenaries and Adventurers in the direction of hidden caches of valuable jewels, in the hopes of turning them against one another and away from their territorial expansion ambitions. Players play as some of those Adventurers.

    The first player to be able to claim ownership of five jewels is the winner. But the chase after the riches has some snags. The speed of the river is always changing, since the speed depends on the decisions of the players and the changeable weather. And once a canoe goes over the walls, it's a hefty investment to replace it. And there are also the Desperadoes to contend with, who aren't above trying to plunder the riches from Adventurers returning home. Niagara is distinguished by an innovative movement mechanic as well as a beautiful three-dimensional rendering of the waterfall setting

 

 

 
  • Big Bucket o' Steve Jackson Games
  • Number of Players: 8
  • GM: Walter Schirmacher
  • Description: Play new and classic Steve Jackson Games

 

  • Augsburg 1520
  • Number of Players: 10
  • GM: Bob Garcia
  • Description: The game play uses a simple bidding mechanism. Each round, players offer cards of varying values in a series of five auctions. Once a bid is made, players either raise the bid, call, or drop. The winning player may choose from a set of possible actions that increase abilities (and more importantly, points). After a number of rounds (dependent on the number of players), scores are tallied. It's that simple.

 

 

7:00pm-Close

 

  • Mega-Carcassonne
  • Number of Players: 5
  • GM: Gwommy 'Bill' Holderman
  • Description: In this fairly light tile-laying offering, players pull a tile from the pool and place it against one of the previously played tiles. If you start a new object (city, road, farm, or monastery), you can place one of your control markers on the tile to denote your control. Markers (called Followers by the publisher and called Meeples by us) cannot directly compete when placed, so to achieve some gains, you must place your marker and use later tiles to connect up to it.
  • To Include: Builders&Traders, Inns&Cathedrals, Count of Carcassonne, River I&II, King&Scout, Princess&Dragon, Tower, Abbey&Mayor, Cult&Siege, and Wheel of Fortune. Also ,Catapult(TBD by players)

 

  • Settlers of Catan TOURNAMENT (Elimination round + Final round)
  • Number of Players: 16/ 4 per board
  • GM: Bob Fix
  • Description: In Settlers of Catan, players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine the current production on the island. Players collect raw materials to build up their civilizations to gain enough victory points to win the game. This game is a Spiel des Jahres (German game of the year, 1995) winner, primarily because of its amazing ability to appeal to non-gamers and gamers alike.
 
  • Planet Steam
  • Number of Players: 5
  • GM: Matt Smith
  • Description: Welcome dear Imperialists. It's the year 2415. The interplanetary federation (IPF) has done a great job in the last centuries. All necessary precautions have been taken to conquer this planet named "Steam" The core of the planet consists of a 6500 degrees Celsius hot source containing different resources, including water. It has taken over 100 years to complete the first block of 42 shafts from the surface to the core.

    But now the time has come. From every shaft surges the hot steam that is the basis of the production of raw materials. To be able to use and process this steam, platforms have to \be placed over the shafts. Later, we can use the platforms to connect the water purification tanks. By using several tank extractors we can harvest other resources like energy, ore and quartz from the steam. These resources are important. You will need them to grow your steam empires. You will need to increase the capacity of your landing craft to transport your harvested materials off planet. Buy and sell the resources at the Trading terminal for profit, as currency is -like on earth- always on short supply on Planet Steam.

 
  • Age of Empires 3
  • Number of Players: 5
  • GM: Bill Stapel
  • Description: Designed by Glenn Drover, this boardgame version of the PC hit: Age of Empires III® from Microsoft and Ensemble Studios, allows you to revisit the age of exploration and discovery. Take on the role of a colonial power seeking fame, glory and riches in the New World. As you proceed through three ages you can launch expeditions of discovery, colonize regions, expand your merchant fleet, build capital buildings that give your nation distinct advantages, develop your economy, and if necessary, declare war.

 

 
  • Vegas Showdown
  • Number of Players: 5
  • GM: Mike Uhl
  • Description: Build your own hotel/casino by bidding against the other players to acquire tiles that represent slot machines, lounges, restaurants, and other casino-related places. Put those tiles on your player board, which represents your own customized casino. The tiles will allow you to increase your revenue, services, and fame.

    The player who builds the most famous hotel/casino wins the game.

 

  • Agricola
  • Number of Players: 5
  • GM: Dan Moellering 
  • Description: In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

 

  • Axis & Allies Anniversary Edition
  • Number of Players: 6
  • GM: Lee Keefer
  • Description: To celebrate the 50-year anniversary of Avalon Hill, Axis & Allies is launching its most expansive game ever. The Axis & Allies Anniversary Edition will feature the debut of Italy as the third Axis nation, the introduction of the cruiser unit to the naval lineup, and the largest Axis & Allies board to-date measuring 24x46 inches. With over 600 pieces, players will be able to recreate and decide the outcome of WWII like never before. The Axis & Allies Anniversary Edition is designed and developed by Larry Harris, the original designer of Axis & Allies, and was released on November 18, 2008.

 

  • Wasabi
  • Number of Players: 4
  • GM: Bob Fix
  • Description: Wasabi! is a light and fast game where you compete against other players to assemble your quota of unique sushi recipes in a rapidly dwindling space. Players draw a variety of delicious ingredients into their hand from the pantry and play them one at a time onto the board, building off of each other's previously-placed ingredients in the attempt to complete recipes of varying difficulty.
    Completing a recipe earns you your choice of special actions from the kitchen to perform later (Chop!, Stack!, Switch!, Spicy!, and the dreaded Wasabi!) that will help you in your efforts or disrupt your opponents' carefully arranged creations-in-progress.
    Completing a recipe with style will earn you bonus points, but you might not always have the time to set up such stylish maneuvers... balancing speed with technique will be crucial if you plan to win the game!
    Victory comes as soon as the board fills up with ingredients. Points for completed recipes plus bonuses are tabulated, and the winner is the player with the most points. An extremely skilled player might score an instant victory by completing their quota of recipes before the board fills up.

 

  • Walk the Dogs
  • Number of Players: 5
  • GM: Bob Fix
  • Description:

    Unleash 63 Miniature Dogs That Won't 'Flea' From Your Table

    Grab your leash and get ready to Walk the Dogs! Play cards to take the best dogs and include them in your line. Yes, the dogs are very cute but can you get five of the same breed in a row? If you can, you win the game!

 

 
  • El Grande
  • Number of Players: 5
  • GM: Bob Garcia
  • Description: In this award-winning game, players take on the roles of Grandes in medieval Spain. The king's power is flagging, and these powerful lords are vying for control of the various provinces. To that end, you draft caballeros (knights) into your court and subsequently move them onto the board to help seize control of provinces. After every third turn, the regions are scored, and after the ninth turn, the Grande with the most points is deemed the winner.
 
 

 

 
 

 

 

 

 

PUFFING BILLY EVENTS

(All events are tournaments, so experience with the game is RECOMMENDED. Each game is usually 4 to 5 players per board. GMs for these events are Allan Stiles & Ed Hewlett. Each session for the PB events are 3 hours each; game category is in parentheses

 
8:30 AM Empire Builder Eurorails 1830 Ticket to Ride
11:30 AM Iron Dragon Lunar Rails Streetcar 1870 Silverton
2:30 PM Express Union Pacific Aussie Rails Russian Rails China Rails Rail Baron
5:30 PM Metro India Rails Nippon Rails British Rails 18xx Ticket to Ride
8:30 PM Empire Builder Eurorails Union Pacific Express

WinterCon Event Links

Role-Playing Games Miniatures Board Games Card Games