Prototype Alley is a new event for FallCon 29. Game designers will be providing demonstrations of their prototype games. Alberta has a rich community of talented designers: Game Artisans of Canada, award winners, published designers, and newer names just getting started. Come try the next big thing before anybody else!
This year, we'll be trying to more formally organize the designer area. Players can sign up to playtest games ahead of time, or sign up on the big whiteboards we'll have at FallCon. There will also be less formalized "free play" tables for prototypes and discussion.
The up to date Prototype Alley schedule can be found here:
https://docs.google.com/spreadsheets/d/1E3mqqIL9bdB3gClXehvyx4pd8IfEDKicuThWFuYLXaA/edit?usp=sharing
If you are a designer that would like to reserve one or more testing times, please contact Adam at adamwyse83@gmail.com with:
The world you know no longer exists. There is no government. No army. No civilization. The United States have collapsed. And now, thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new State: the 51st State.
51st State is a card game in which players control one of the four powers (mutants, traders, New Yorkers and Appalachians) and try to build their very own new country. Players put new locations into the game, they hire leaders, and send people to work in buildings to gain resources and new skills.
Every card in 51st State can be put into play in three different ways. You can invade a location to gain many resources once, or you can sign a contract with this location to gain one resource every turn, or you can attach the location to your State so you can use its skill. One card, three possibilities. Lots of decisions and choices that matter.
The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required.
T.I.M.E Stories is a narrative game, a game of "decksploration". Each player is free to give their character as deep a "role" as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization.
At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the amount of players. Each attempt is called a "run"; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario’s obstacles.
12 Man Titan has been at FallCon since the very first year. It’s a great convention version of Titan. Titan has been called a Fantasy Monster Slug-a-thon. You have Trolls, Behemoths, Dragons and all kinds of other creatures wandering around a masterboard looking to recruit even bigger and stronger creatures or to attack opponents’ creatures and engage in battles on separate battleboards. The game is a perfect blend of strategic movement on the masterboard and tactical play on the battleboard.
As good as Titan is, it just takes too long to play with a lot of players, unless you want to spend all of your convention playing the game. With this in mind, Keith Martens developed a version that allows up to 12 players to play and it plays in 3 hours. He did this by reducing the lengthy battles to just a few dice rolls. Initially the dice roll modifiers were calculated by hand but now we use a computer program to make all of these calculations which speeds up the game significantly.
12 Man Titan is typically played on the Friday evening at FallCon. It is a great game for both beginners and experienced players. We go over the rules and help beginners out with the various movement options. There’s always lots of noise and laughter from the players and they cheer on the underdog in a battle or see a mighty Titan go down in battle.
If you’re looking for a fun time, be sure to head over to the 12 Man Titan table. And the nice thing at FallCon is if you are eliminated from the game early, there are lots of other games just waiting to be played. Beginners are always welcome.
And if you’ve played 12 Man Titan in the past and found you didn’t get to roll enough dice, fear not, we have revised the battles so that lots of dice are now rolled.
In 1413, the new king of England, Henry V of Lancaster, has ambitious plans: The unification of England and the conquest of the French crown! Each player takes the role of an ambitious aristocratic family. Who will be the best supporter of this young king, and the most powerful Lord of his time?
In Lancaster the players want to proceed from simply being a Lord to the most powerful ally of the king. They may achieve this by developing their own knighthood as well as by clever deployment of individual knights in the counties of England, at their own castle, and to conflicts with France. In parliament, they try to push laws from which they will benefit themselves most. The player with the most power poin ts at the end of the game is the winner.
(Source: Boardgamegeek.com)
The world you know no longer exists. There is no government. No army. No civilization. The United States have collapsed. And now, thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new State: the 51st State.
51st State is a card game in which players control one of the four powers (mutants, traders, New Yorkers and Appalachians) and try to build their very own new country. Players put new locations into the game, they hire leaders, and send people to work in buildings to gain resources and new skills.
Every card in 51st State can be put into play in three different ways. You can invade a location to gain many resources once, or you can sign a contract with this location to gain one resource every turn, or you can attach the location to your State so you can use its skill. One card, three possibilities. Lots of decisions and choices that matter.
DBA, "De Bellis Antiquitatis", is a fast play historical miniatures game that is easy to learn and fun to play! Games take about one hour, use less than 50 figures per side, and play on a small 2'x2' board.
For this demo session, players will first learn the new DBA 3.0 rules (2014), then play a short tournament to test their strategy and skills. Newbies are welcome. Demo armies will be available. Players are also welcome to bring any DBA 3.0 army.
London: The biggest, most important and richest city in England in the late medieval and early modern periods.
The Guilds played a major role in the lives of London's citizens, controlling the way in which trade, manufacturing and business was conducted in the city. The members of the guilds were rich men, who were appointed to the most influential positions in the community and wielded immense civic power. The chief representative of the Guilds became the Lord Mayor of London, and the leading delegates of the Guilds became his Aldermen. Other members of the Guilds were the burghers of London. The Guilds ran the city and controlled its commerse; each had its own Hall and its own Coat of Arms. Representatives of the Guilds met at the Guildhall to discuss the great issues of the day.
In Guilds of London, you place your liverymen in strategic Guilds, building your power base, so that you can achieve the status of Master in many of them. You also have the opportunity to spread your power into the commercially valuable Ulster or Virginia plantations. Control of each Guild provides victory points and additional actions that you can exploit, so that you can control the future development of the city.
(Source: Boardgamegeek.com)
Not a trivia buff? It doesn't matter! In Wits & Wagers, each player writes a guess to a question such as “In what year was Monopoly first published?” or “How big are the giant king of tokyo monsters from FallCon28?” and places it face-up on the betting mat. Think you know the answer? Bet on your guess. Think you know who the experts are? Bet on their guess. The closest answer--without going over--pays out according to the odds on the betting mat. Strike it big and you’ll be cheering like you just hit the jackpot!
Wits & Wagers is a trivia game that lets you bet on anyone’s answer. So you can win by making educated guesses, by playing the odds, or by knowing the interests of your friends. It can be taught in 2 minutes, played in 25 minutes, and accommodates up to 20 people in teams.
In Steam you build railroads and deliver goods along an ever changing network of tracks and stations. You build tracks, upgrade towns, improve your train, and grab the right goods to make the longest, most profitable deliveries. Score your deliveries and add to your income or victory points, balancing your need to invest against your quest to win the game.
(Source: Boardgamegeek.com)
Learn the basics to get your miniatures looking like more than just a piece of coloured plastic or lump of metal. Whether you are playing with miniatures on a board game, or on a scale tabletop battlefield, everything looks better with even a minimalist paint job.
Everything is provided including one or more miniatures to paint (depending on the scale). Want to repaint or touch-up your pre-painted miniatures for another game? Bring them along to work on them.
What if the ancient Chinese, Vietnamese, Indians, Mongols and Japanese had fought the Romans or the Greeks? Come try your luck to create history!
We will use DBA 3.0 rules to play 15mm painted DBA armies chosen from the DBA 2.2 and 3.0 army lists that seem to fit this theme. So Asians can fight each other or the Romans, Greeks, etc.
Enjoy DBA whatever your level of DBA experience!
Have you ever wanted to race a chariot in Ancient Rome just like Ben Hur? Well here’s your chance!
Circus Maximus is one of the classics at FallCon, and it’s played on a massive track over 8 feet in length with large miniatures. Lots of screams of joy and despair as you race around the track.
Circus Maximus is produced by Avalon Hill. It’s violent and bloody, Circus Maximus details the chariot races that occurred in ancient Rome. Eight teams race around the track three times to determine victory. Players prepare for the race by selecting the composition of their team of horses, their rider's skills, and the type of chariot that will be driven. Once the race begins the players are free to do as they wish to hamper the other racers including whipping the rider, ramming chariots with scythed wheels, smashing into horses, and running over crashed opponents.
If you’re looking for a fun time, be sure to head over to the Circus Maximus table. And the nice thing at FallCon is if you are eliminated from the game early, there are lots of other games just waiting to be played. Beginners are always welcome.
Sometimes the game can drag with having to check charts and check on the status of other chariots. Ian Blizzard has written a computer assist program to speed things up so the game will be moving at a faster pace this year.
Prototype Alley is a new event for FallCon 29. Game designers will be providing demonstrations of their prototype games. Alberta has a rich community of talented designers: Game Artisans of Canada, award winners, published designers, and newer names just getting started. Come try the next big thing before anybody else!
This year, we'll be trying to more formally organize the designer area. Coming soon will be a google document that will allow designers to schedule playtests of their games. Players can sign up to playtest games ahead of time, or sign up on the big whiteboards we'll have at FallCon. There will also be less formalized "free play" tables for prototypes and discussion.
If you are a designer that would like to reserve one or more testing times, please contact Adam at adamwyse83@gmail.com with:
Aftermath: The Beginning is a political influence game about negotiation / area control for 3-8 players. Nicholas Fong is a local Edmonton game designer.
Each player chooses a Character card. They represent individuals from an island that suffered a massive earthquake. Each player is trying to rise up to form the new government. Players must gain control of key areas of the island by supplying the provinces with precious resources, using their wits, and persuading the other players to make the deals that will secure their victory.
You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.
7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided). Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.
7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.
Tournament Rules:
At its heart, Airlines Europe is a stock game, with players earning points for the stock they hold in particular airline companies when one of the randomly determined scorings takes place. On a player's turn, that player either expands an airline and claims a stock, plays a stock onto the game and receives dividend, invests in a special airline called Air ABACUS, or gets a certain amount of money from the bank. A player scores only for stock in play, bu the value of an airline is determined by the value of the route licences that airline owns - thus, you're torn in terms of what to play when.
(Source: Boardgamegeek.com)
Each day" (turn), players and the mastermind play three face-down cards onto the characters, then reveal them to move the characters around or affect their paranoia or goodwill stats. At the end of each day (turn), if the scenario has a tragedy set for that day, it happens if the conditions are met, i.e., certain characters have certain stats or are in a certain location together (or not together) with others. As tragedies happen, players loop back in time, restarting the scenario from the beginning and trying to deduce who the culprit was and why the tragedy occurred.
The players win if they manage to maintain status quo — that is, if no tragedies occur to the key individuals — for a set number of days, within a set number of loops. If not, the mastermind wins. (Source: boardgamegeek)
Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You wandered over a cruel desert, braved frozen peaks, and even paddled a log across a rough sea, kicking at the sharks whenever they got too close, the baby strapped tightly to your back.
Then you found it! The perfect place to make your new home. But as soon as you had the first hut built, you discovered a vast network of caverns underground, brimming with shiny treasures, rare resources, and untold adventure. How could you limit your new village to the surface? You immediately start organizing expeditions and building houses underground as well as on the surface.
With any luck, you'll build a village even stronger than your last-- strong enough, even, to turn away the barbarians the next time they come knocking.
Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?
A great cavern lies below the surface, ready for you to explore-- this is where the storytelling comes in. When you send a group of villagers to explore the depths, one of your friends reads what happens to you from a book of paragraphs. You'll be given a choice of how to react, and a lot will depend on which villagers you brought on the expedition, and who you're willing to sacrifice to succeed. The book of paragraphs is packed with encounters of amazing adventure, randomly chosen each time you visit the cavern.
At the end of the game, the player with the most well-developed village wins!
Come and play this Fallcon Classic using an oversized version of the game. Due to its popularity, Fallcon is hosting two games this year!
Formula De is a fast-paced racing game in which the cars' top speeds are limited by having to end a certain number of turns in each curve of the racetrack. This can be tricky, because although players can regulate their speeds by choosing which gear to be in and each gear allows a certain range of movement, the exact amount is determined randomly.
(Source: Boardgamegeek.com)
Through a unique adaptation of the event-card system, players can also take on the roles of additional contenders such as Gallic tribes from across the Alps. You will command the great figures of the age: Rome's military savior Marcus Furius Camillus; Syracusan tyrant Agathocles, who dared to assault Carthage itself; or Pyrrhus of Epirus, the adventurer king who sought to unite the western Greeks.
Each player has their own customized deck of strategy cards containing a total of 152 events that lend specific flavor and personality to the different factions. Additionally, each faction also has special powers that emphasize its historic strengths
Episode 4: A New Hope as a choose-your-own adventure book, with amazing miniatures and a very large board. This game is dripping with so much theme you'll walk away quoting Star Wars for the rest of your week. Easy to learn, hard to master.
Joing the dark side or use the force for good. Do or do not there is no try.
At its heart, Airlines Europe is a stock game, with players earning points for the stock they hold in particular airline companies when one of the randomly determined scorings takes place. On a player's turn, that player either expands an airline and claims a stock, plays stock onto the board and receives dividend, invests in a special airline called Air ABACUS, or gets a certain amount of money from the bank. A player scores only for stock in play, but the value of an airline is determined by the value of the route licenses that airline owns - thus, you're torn in terms of what to play when.
(Source: Boardgamegeek.com)
Single elimination Santorini Tournament. Prizes TBA.
No experience required - an introduction to the game and a practice round will be provided prior to the game. A selection of gods from the base game will be available to play.
If 16 or fewer sign up, the tournament will be double elimination.
SUBJECT TO CHANGE.
Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You wandered over a cruel desert, braved frozen peaks, and even paddled a log across a rough sea, kicking at the sharks whenever they got too close, the baby strapped tightly to your back.
Then you found it! The perfect place to make your new home. But as soon as you had the first hut built, you discovered a vast network of caverns underground, brimming with shiny treasures, rare resources, and untold adventure. How could you limit your new village to the surface? You immediately start organizing expeditions and building houses underground as well as on the surface.
With any luck, you'll build a village even stronger than your last-- strong enough, even, to turn away the barbarians the next time they come knocking.
Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?
A great cavern lies below the surface, ready for you to explore-- this is where the storytelling comes in. When you send a group of villagers to explore the depths, one of your friends reads what happens to you from a book of paragraphs. You'll be given a choice of how to react, and a lot will depend on which villagers you brought on the expedition, and who you're willing to sacrifice to succeed. The book of paragraphs is packed with encounters of amazing adventure, randomly chosen each time you visit the cavern.
At the end of the game, the player with the most well-developed village wins!
Hosted by Roxley Game Laboratory and Metal Galaxy Social Games & Bistro
Steampunk Rally is a strategy game that incorporates steampunk as more than just a bit of chrome. Using a unique dice-placement mechanism, players take on the roles of famous inventors from the turn of the last century like Nikola Tesla and Marie Curie, constructing fantastical contraptions that make use of steam, heat and electricity in an attempt to win a no-holds-barred race through the Swiss alps. Steampunk Rally is for 2 to 6 players, ages 13 and up, and takes about 45 minutes to play. The goal of the game is to win the race—as soon as somebody crosses the finish line, there is one more round of play, and then the player who has advanced the farthest toward Bern wins the game.
Tournament outline:
* 2 Rounds – 45 minutes each (10 minute break in between rounds)
* Up to 5 games played in unison; 6 people per game. Up to 30 players in total.
* Round 1 and 2 totals will determine the final winners
* Prizing for 1st and 2nd place!
Prizing:
1st place, copy of Steampunk Rally
2nd place, $30 gift card to Metal Galaxy
London: The biggest, most important and richest city in England in the late medieval and early modern periods.
The Guilds played a major role in the lives of London's citizens, controlling the way in which trade, manufacturing and business was conducted in the city. The members of the guilds were rich men, who were appointed to the most influential positions in the community and wielded immense civic power. The chief representative of the Guilds became the Lord Mayor of London, and the leading delegates of the Guilds became his Aldermen. Other members of the Guilds were the burghers of London. The Guilds ran the city and controlled its commerse; each had its own Hall and its own Coat of Arms. Representatives of the Guilds met at the Guildhall to discuss the great issues of the day.
In Guilds of London, you place your liverymen in strategic Guilds, building your power base, so that you can achieve the status of Master in many of them. You also have the opportunity to spread your power into the commercially valuable Ulster or Virginia plantations. Control of each Guild provides victory points and additional actions that you can exploit, so that you can control the future development of the city.
(Source: Boardgamegeek.com)
Brought to you by Ilo307
In an abandoned warehouse a gangster band is splitting its loot, but they can't agree on the split! It's time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game!
Ca$h 'n Guns helps you relive the best scenes of your favorite gangster movies. The goal is to have more money than anyone else after eight rounds while still being alive.
Each round, one player is the Boss, and he controls the pace of play. First, loot cards are revealed on the table to show what's up for grabs. Next, players load their guns by secretly selecting either a "Bang!" or a "Click! Click!" card from their hand. The Boss counts to three, and on "Three" each player points his foam gun at someone else; due to his status, the Boss can tell one player who's pointing a gun at him that he needs to point it in another direction. After a pause to observe threats and measure the seriousness in an opponent's eyes, the Boss counts to three again and anyone who doesn't want to risk getting shot can chicken out and remove themselves from the round.
Everyone who's pointing a gun at someone still in the round now reveals their card, and anyone who's the target of a "Bang!" takes a wound marker and gets none of the available loot. Starting with the Boss, everyone still in the round takes one loot card at a time from the table — money, diamonds, paintings, the position of Boss, medical care (to remove a wound), or a new bullet (to add a "Bang!" card to your hand) — until everything has been claimed.
After eight rounds, the game ends. Whoever has the most diamonds receives a big bonus, and paintings score based on the number of them that you've collected. Whoever has the most valuable stash wins!
Tournament Rules:
London: The biggest, most important and richest city in England in the late medieval and early modern periods.
The Guilds played a major role in the lives of London's citizens, controlling the way in which trade, manufacturing and business was conducted in the city. The members of the guilds were rich men, who were appointed to the most influential positions in the community and wielded immense civic power. The chief representative of the Guilds became the Lord Mayor of London, and the leading delegates of the Guilds became his Aldermen. Other members of the Guilds were the burghers of London. The Guilds ran the city and controlled its commerse; each had its own Hall and its own Coat of Arms. Representatives of the Guilds met at the Guildhall to discuss the great issues of the day.
In Guilds of London, you place your liverymen in strategic Guilds, building your power base, so that you can achieve the status of Master in many of them. You also have the opportunity to spread your power into the commercially valuable Ulster or Virginia plantations. Control of each Guild provides victory points and additional actions that you can exploit, so that you can control the future development of the city.
(Source: Boardgamegeek.com)
Beginners Welcome!
Tichu is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.
The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, he wins the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.
The last player out in a round gives all the cards he won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to her playing any card. This indicates that she thinks that she can empty her hand first this round; if she does so, her team scores 100 points, and if not, it loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only her first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).
The first team to 1,000 points wins.
(Source: Boardgamegeek.com)
As requested almost every year, Brent Lloyd will be running Werewolf again! Brent is highly regarded as one of the best game moderators for Werewolf as he makes the game extremely entertaining even if you just come to watch.
Werewolf takes place in a small village which is haunted by werewolves.
Each player is secretly assigned a role - Werewolf, Villager, or Seer (a special Villager). There is also a Moderator who controls the flow of the game.
The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. Also, the Seer (if still alive) asks whether another player is a Werewolf or not. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers then vote on the player they suspect is a Werewolf. That player reveals his/her role and is out of the game.
Werewolves win when there are an equal number of Villagers and Werewolves. Villagers win when they have killed all Werewolves. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.
Have you ever wanted to race a chariot in Ancient Rome just like Ben Hur? Well here’s your chance!
Circus Maximus is one of the classics at FallCon, and it’s played on a massive track over 8 feet in length with large miniatures. Lots of screams of joy and despair as you race around the track.
Circus Maximus is produced by Avalon Hill. It’s violent and bloody, Circus Maximus details the chariot races that occurred in ancient Rome. Eight teams race around the track three times to determine victory. Players prepare for the race by selecting the composition of their team of horses, their rider's skills, and the type of chariot that will be driven. Once the race begins the players are free to do as they wish to hamper the other racers including whipping the rider, ramming chariots with scythed wheels, smashing into horses, and running over crashed opponents.
If you’re looking for a fun time, be sure to head over to the Circus Maximus table. And the nice thing at FallCon is if you are eliminated from the game early, there are lots of other games just waiting to be played. Beginners are always welcome.
Sometimes the game can drag with having to check charts and check on the status of other chariots. Ian Blizzard has written a computer assist program to speed things up so the game will be moving at a faster pace this year.
As requested almost every year, Brent Lloyd will be running Werewolf again! Brent is highly regarded as one of the best game moderators for Werewolf as he makes the game extremely entertaining even if you just come to watch.
Werewolf takes place in a small village which is haunted by werewolves.
Each player is secretly assigned a role - Werewolf, Villager, or Seer (a special Villager). There is also a Moderator who controls the flow of the game.
The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. Also, the Seer (if still alive) asks whether another player is a Werewolf or not. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers then vote on the player they suspect is a Werewolf. That player reveals his/her role and is out of the game.
Werewolves win when there are an equal number of Villagers and Werewolves. Villagers win when they have killed all Werewolves. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.
Prototype Alley is a new event for FallCon 29. Game designers will be providing demonstrations of their prototype games. Alberta has a rich community of talented designers: Game Artisans of Canada, award winners, published designers, and newer names just getting started. Come try the next big thing before anybody else!
This year, we'll be trying to more formally organize the designer area. Coming soon will be a google document that will allow designers to schedule playtests of their games. Players can sign up to playtest games ahead of time, or sign up on the big whiteboards we'll have at FallCon. There will also be less formalized "free play" tables for prototypes and discussion.
If you are a designer that would like to reserve one or more testing times, please contact Adam at adamwyse83@gmail.com with:
We will use DBA 3.0 rules to play ancient and medieval 15mm painted DBA armies based on the army lists of the 2.2 and 3.0 rules. You will play three games of DBA. The player with the highest score wins. If you do not win, blame the dice ;)
Bring your DBA army and Terrain. There will be some loaner armies, terrain and rules "cheat sheets". Battleboards will be supplied, but you can bring your own.
Enjoy DBA!
Rival Wizard Warbands battle for treasure in the ruins of Frostgrave
Does your warband have what it takes to survive!
Oh....wait a second...What was that noise?
Warbands will be provided or you can bring your own 500gc band w/spells
Rules will be taught
Running 2 tables of 4 players.
Come and play this Fallcon Classic using an oversized version of the game. Due to its popularity, Fallcon is hosting two games this year!
Formula De is a fast-paced racing game in which the cars' top speeds are limited by having to end a certain number of turns in each curve of the racetrack. This can be tricky, because although players can regulate their speeds by choosing which gear to be in and each gear allows a certain range of movement, the exact amount is determined randomly.
(Source: Boardgamegeek.com)
Episode 4: A New Hope as a choose-your-own adventure book, with amazing miniatures and a very large board. This game is dripping with so much theme you'll walk away quoting Star Wars for the rest of your week. Easy to learn, hard to master.
Joing the dark side or use the force for good. Do or do not there is no try.
The T.I.M.E Agency protects humanity by preventing temporal faults and paradoxes from threatening the fabric of our universe. As temporal agents, you and your team will be sent into the bodies of beings from different worlds or realities to successfully complete the missions given to you. Failure is impossible, as you will be able to go back in time as many times as required.
T.I.M.E Stories is a narrative game, a game of "decksploration". Each player is free to give their character as deep a "role" as they want, in order to live through a story, as much in the game as around the table. But it's also a board game with rules which allow for reflection and optimization.
At the beginning of the game, the players are at their home base and receive their mission briefing. The object is then to complete it in as few attempts as possible. The actions and movements of the players will use Temporal Units (TU), the quantity of which depend on the scenario and the amount of players. Each attempt is called a "run"; one run equals the use of all of the Temporal Units at the players' disposal. When the TU reach zero, the agents are recalled to the agency, and restart the scenario from the beginning, armed with their experience. The object of the game is to make the perfect run, while solving all of the puzzles and overcoming all of a scenario’s obstacles.