THIS SCHEDULE IS NOT FINAL! WE’RE IN THE PROCESS OF UPLOADING THE FINAL SUBMISSIONS AND FITTING THEM IN - THINGS MAY CHANGE! Game signups will open on Sunday September 20th at 2 pm. Tickets purchased on Zeffy will be uploaded daily in the evening, and we’ll announce in the Discord when that has happened. You’ll also get an automated email from Sched when your ticket has been uploaded, with instructions on how to log in.
Redwood is a game of movement estimations and angle of view where players have to take pictures of wild animals to compose the most beautiful panorama. The game is for 1 to 4 players, ages 10+ and the games last about 45-60 min.
During their turn, each player will have to choose between different movements and their angle of view (materialized by real plastic elements) to catch the animals in the picture (without disturbing them).
Collecting animals and decorative elements earn victory points.
During the game, new conditions for earning points will appear.
The game ends after 5 turns and players will be rewarded if they meet certain conditions to earn more points.
Welcome to Cytress. You play as a rebel merc who has zeroed in on one goal. To get into Stratos – Earth’s largest sky hub. It is in this sky colony where you will find Earth’s most powerful, wealthiest, and most influential individuals.
These people enjoy having the largest portion of the pie, not to mention toying with the lives of everyone else on Earth – the Underbelly, as the inhabitants of Stratos love to call it. But you are not the type who tolerates these kinds of apathetic, arrogant attitudes. You must challenge these oligarchs and get into Stratos; you consider this action to be a show of defiance, proof that the leviathan city is not exclusive to the powerful few. But first, you must establish a name in the Underbelly, a strategy that will help in getting you and your crew into Stratos. Unfortunately, this is a journey that's not free from danger. Stratos has tight security, and authorities have their eyes on the gates 24/7. Anyone caught entering illegally is subject to instant termination without trial.
Fortunately, you have found a way in. The Tubes – vertical shafts that serve as the city's waste chutes. The Tubes will be your one-way ticket to wonderland, your only chance of acquiring a large portion of the pie. Of course, you will need the help of your crew to get in. So hone your skills, upgrade your abilities, and procure as many supplies as possible to achieve your objective.
You must employ cunning strategies and pick the juiciest missions among the lot. Regardless of which faction you choose, remember to use their key abilities to your advantage. That’s how you can outwit the competition and eventually win the game. So do you have what it takes to become a part of Stratos' elite citizenry? Or do you want to live a continued oppressed existence in the Underbelly?
In a bold age of neo-humanistic advancement and technological breakthrough, life evolved, and the lines between biology and engineering blurred. The limits of possibility were shattered. A great civilization rose toward the stars, toward an enlightenment increasingly within reach. That civilization collapsed. How and why are long since forgotten. Chaos reigned. Technological understanding was lost to generations of strife and survivalism as time rendered everything (humanity included) into discarded scraps of what once was. In this fallen world, the last wretched vestiges of humanity vie for the only hope for significance that remains: leverage.
Vestige is a highly-strategic, competitive modern euro that you can play in an hour. It is built around a resource alchemy system modeled on the color wheel that offers great depth but can be understood almost instantly; for example, mix might (red) and cunning (yellow) to attain guile (orange). A modular game board; variable end-game conditions; and a card-tableau, engine-building heart makes every game crunchy, and combo-driven. Derived from Vindication, Vestige reimagines its systems in a new setting and with a new depth-to-approachability ratio.
Each turn you move around a randomly generated map of locations, each offering a unique action or effect. Visiting these locations you unlock your potential, spread your influence, develop your attributes, build your network of contacts across three factions (smugglers, mercenaries, lawmakers), and then work with that network to complete jobs your contacts are suited for (unearthing artifacts, claiming bounties, and developing augmentations). Through action selection, card-tableau combo building, area control, and careful resource management you seek to gain more leverage than your opponents, all while the powers-that-be use any and all insidious tricks at their disposal to keep you down where they want you.
As one of the leading scientific researchers in the galaxy, you're in high demand. You've spent the last two years on Alarria, a small terrestrial planet several light-years from Earth. You've been studying the diverse indigenous fauna, and your field research has already yielded some incredible results. However, your days as a simple scientific researcher are about to end.
An asteroid roughly the size of a small country has been picked up on radar hurtling towards Alarria — a planet killer. Your research work has been put on hold as the greatest minds on the planet have been recruited to develop plans. Time is running out as each second brings the asteroid closer to Alarria. Where will you focus your efforts? Which plan has the best chance to succeed? There's no time to waste. If something isn't done soon, the planet itself might cease to exist. Three distinct plans have been set into motion, each with a razor thin chance of succeeding:
A powerful laser is tracking the asteroid's approach and will fire as soon as it comes within range in hopes of reducing it to a mere pebble. An energy shield might be just enough to deflect the approaching asteroid, altering its course and saving Alarria. In a final desperate attempt to preserve some of the unique species of the planet, an evacuation plan has been ordered. The nearby forest moon, Fortuna, has been tested and can support life, and thankfully it's out of the blast zone. You just need to move as many of the species as possible before impact. How to Save a World is a worker-placement game with hand-building and resource management. Each turn, you assign workers to perform critical tasks or spend action cards to help advance your goals. At the end of each round, the projects will be assessed and the asteroid will move ever closer. Can you make the right decisions to avert disaster in this competitive science-fiction game?
At the end of this century a rain of meteors have slammed into Earth, drastically altering the landscape, killing the majority of people and erasing almost all signs of civilization. A few years after the impact, the remaining survivors began to congregate in the ruins of cities where the meteor effects were less severe to try to rebuild and establish a new society.
Years have passed and some of those ruined cities have started to flourish, but their resources that could be salvaged are starting to run out. Infrastructures and developments are still too inefficient to generate the necessary resources for the growing population. So in order to survive, the people of these cities need to venture into the Wastelands.
The Wastelands is a vast land area that was severely impacted by the meteors and only now becoming safe enough to explore again. It is known that there are ruined cities to salvage resources from, but there are unknown dangers as well.
The need for resources, together with the different societies formed in these newly populated cities, has created conflict and distrust that has grown among these factions. So now a race has begun to gather resources, grow and develop as quickly as possible to become the dominant faction to rule, not only over the Wastelands, but over all the nearby factions as well.
Bardwood Grove is a tableau-composition euro game where each player assumes the role of a fantastical Bard. Set in The Five Realms universe (Merchants Cove, Rise to Nobility, Cavern Tavern), players will adventure to the Halfling Realm, the home to the finest, highly-talented, and most-legendary Bards of all the land.
As Bards, players will manage a unique tempo dial mechanism to build temporary Song tableaus from your deck, while exploring and activating locations around the lush woodland city. Each Bard starts with asymmetric skill decks that match their style, such as the Bardbarian, Sword Dancer, and Wardrummer. Learn new Bardic skills, tell tales and perform gigs, soothe the dissonant creatures invading the Grove, and contend with other Bards for the most Glory and Fame. Once all Glory has been collected, the Bard with the most combined Glory and Fame wins!
Each turn, players draw two cards from their unique skill deck and play one to their Story (discard pile) for instant benefits, while the other is added to their Song (tableau). Bardwood Grove challenges players to carefully craft their Song tableaus, coordinating them with their Composition cycle that governs how frequently they sing. As players strategically use resources to upgrade their decks, Songs will release powerful combos and allow players to interact with multiple locations. This creates a unique ebb and flow to the game, as players build their songs, and then decide when and where to sing them.
Rumor has it that Bardwood Grove is full of hidden secrets. As the game is played and decisions are made, players will unlock content and evolve the game naturally. An achievement system tied to the choices and performances of each game will guide players through a series of unlockable content. As new content emerges through each play, the game will provide players with new content that is based on unique outcomes and player decisions. Grove locations will change, additional Bardic skills can be unlocke
Can you survive the aftermath of a nuclear and biological apocalypse? You are the leader of a faction of survivors competing against others for primacy. Assemble and equip your party, then set out to explore the wastes, claim resources, and actualize your agenda. Build and manage your town to protect your citizens and resources. Make and break treaties to navigate your way through the minefield of bribery, betrayal, and hubris of the other players.
Fallen Land is set in the ruinous aftermath of post-apocalyptic America and is a thematic board game for 1-6 players. Featuring sandbox-style game play, it combines the elements of a strategy board game with card building and role playing. Driven by macabre stories of a world gone mad, players must adapt to the ever-changing variables: the cards, stories, interactions, and other threats.
The second edition contains 757 cards compared to 540 in the first edition. The map now includes Canada and Mexico. It also contains expansions there were previously released separately - Fallen Land: A Journey into Darkness and Fallen Land: Outriders Trading Post.
Welcome ashore! Merchants Cove is a highly asymmetrical eurogame where each player assumes the role of a different fantasy merchant with a unique shop. The merchants contend to sell their goods to the arriving adventurers at the cove’s piers—the most famous markets in the Five Realms. Each player uses their own set of role-specific components and gameplay mechanisms to produce their goods, increase their shop’s efficiency, and—most importantly—get rich!
Though the merchants work independently in their specialized shops, they compete against each other to attract customers, influence the demands for goods, and secure sponsorships from the four faction halls. To get an edge, merchants can employ local townsfolk to work in their shops as staff. Or if they dare to cut corners, they can gain leverage from the corrupt lair of rogues—but at what cost? After three days of selling at the markets, the wealthiest merchant shall be declared the winner!
7th Sea: City of Five Sails is an expandable card game set in the swashbuckling world of the 7th Sea roleplaying game by John and Jennifer Wick, and Kevin Wilson. Players control one of five factions as they fight to influence, control, and explore the independent and unruly city of Five Sails. It is typically played with two players, but multiplayer variants will allow more players to get into the game.
During the game, each player represents a leader who, along with their allies, explore locations and fight both with swords and with wits for overall influence over the city. Along with each player’s individual deck, 7th Sea: City of Five Sails also includes an element of randomness in the form of a separate, shared deck that represents the city itself with unusual characters, items, and events that change the focus of the game. Combat is resolved in a unique “back and forth” style reminiscent of challenging swordplay.