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Tabletop Gaming

Let's Roll!

We still have some to confirm, but here's what you can find so far!

All gaming is included with your ticket and session sign ups will be available on the day. 

Please note that the Recommended Age listed is given by the publisher, but it is ultimately up to the Game Master as to whether they will allow kids under 16 to play. Anyone under 16 must be accompanied by a parent or guardian at all times (there are some spaces to sit nearby).

World Wide Wrestling

NDP Design

This award-winning game of professional wrestling action enables you to create your own professional wrestling franchise through play, showcasing satisfying and surprising storylines. It’s about feuds, championships, betrayal, and righteous victory. It’s about the clash of good and evil on the grandest stage. It’s about whether you’ve got what it takes. And, in the end, it’s about what the audience thinks of your efforts. 

You only need the most cursory knowledge of professional wrestling to play it. The book has a fantastic emphasis on the basics: How wrestling works, what it means, and even great reference sheets with dynamic illustrations of basic moves. Having those on the table during play means that you don’t slow down because player(s) don’t know wrestling, they just eyeball that sheet and say “Once he’s down, I take a seat on his back and put him in the Boston Crab. While I do it, I stick out my tongue at the crowd and scream!” (thanks to Shut Up & Sit Down for the description)

Maximum Players: 8

Recommended Age: 12+

Dune IMperium: Uprising

Direwolf Digital

Control the Spice. Control the Universe.

Dune: Imperium is a game that uses deck building to add a hidden information angle to traditional worker placement. It finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson.

As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet.

You start with a unique leader card, as well as a deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen.

Unlike many deck building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card.

Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious cards. The Spice must flow to lead your House to victory!

Maximum Players: 4

Recommended Age: 12+

Vaesen

Free League Publishing

Nordic Horror Roleplaying

In dark forests, beyond the mountains, by black lakes in hidden groves. At your doorstep. In the shadows, something stirs. Strange beings. Twisted creatures, lurking at the edge of vision. Watching. Waiting. Unseen by most, but not by you. You see them for what they really are. Vaesen.

Welcome to the Mythic North – northern Europe of the nineteenth century, but not as we know it today. A land where the myths are real. A cold reach covered by vast forests, its few cities lonely beacons of industry and enlightenment – a new civilization dawning. But in the countryside, the old ways still hold sway. There, people know what lurks in the dark.

They know to fear it.

Vaesen – Nordic Horror Roleplaying is based on the work of Swedish illustrator and author Johan Egerkrans, Vaesen presents a dark Gothic setting steeped in Nordic folklore and old myths of Scandinavia. The game mechanics use an adapted version of the award-winning Year Zero Engine.

Maximum Players: 6

Recommended Age: 14+

Warhammer: The Old World

Games Workshop

This is a dark age.

An age where mighty armies from powerful nations clash to carve out empires on the field of battle. An age where alliances can be fragile, and today’s friends can be tomorrow’s foes. It is an age where the Winds of Magic must be mastered, and where brave soldiers clash against endless hordes of enemies.

And for those who are victorious, it can be an age of glory, no matter how fleeting.

Warhammer: The Old World is a rank-and-file tabletop game, in which you command mighty armies of Citadel miniatures, relying upon your own tactical ingenuity to achieve victory.

Command mighty armies of Citadel Miniatures, outmanoeuvre your foes, and crush them with massed ranks of troops, powerful war machines, and devastating magic. Continuing the legacy of Warhammer, the Game of Fantasy Battles, it builds upon decades of lore, characters and evolving gameplay from Warhammer's rich history.

Maximum Players: 4

Recommended Age: 12+

Moonstone

Goblin King Games

Moonstone takes place in the land of Tauber, a mythical isle of fantasy and fairytale where humans, goblins, faeries, gnomes, giants, fauns, trolls, merfolk, and more, all thrive under the golden sun and pearlescent moons.

These days, Tauber is both turbulent but also relatively peaceful; there is little to no war, and most disagreements are seen as nothing more than squabbles or differences of opinion.

However, when the moons shine bright on a clear night the moonstones appear...

Each player selects 4 - 6 beautifully crafted miniatures, with unique abilities to battle on a 3' x 3' board, attempting to secure as many Moonstones as possible. In addition to the alternating activations of the game, both players are constantly kept in the action due to how arcane abilities, melee actions and reaction steps are resolved.

One of Moonstone’s most unique features (aside from flatulent pug knights and a deity named Gary) are the Arcane and Melee decks. Unlike most wargames, Moonstone does not resolve abilities or melee by rolling dice and hitting a pre-set target number. Instead, when an arcane or melee action is resolved, both players draw cards from a deck (Arcane for magical abilities and melee for close combat fights) and attempt to outplay each other through a combination of guessing and bluffing, playing cards face-down then revealing them.

For melee, both players use a shared deck of cards with both ‘defensive' cards and 'aggressive' cards. These opposing cards can cause damage, block attacks or even get both characters killed! For example, if an attacker chooses an 'aggressive' card which targets low, such as the rising attack, a high guard will leave target woefully unprotected and susceptible to lots of damage. On the flip side though, a low guard would protect the defender perfectly and leave the aggressor stunned, allowing the plucky defender a chance to counter-attack!

For arcane abilities, a slightly different deck is used which contains numbered and coloured cards as well the fateful catastrophe cards. Unlike melee, only one player starts off playing an arcane card, this time trying to hit a determined number and/or colour on the ability they are resolving. Didn’t get the right cards? Don’t worry, a player is allowed (and often encouraged in the case of Faeries) to outright lie about the arcane card they've played.

This can be an attempt to succeed in the face of a bad hand, to activate some unique abilities that trigger off bluffing successfully, or even to deliberately fail... Their opponent must then determine, with their own hand of cards, whether they're telling the truth and either call their bluff or pass. Bluffing however is not without its dangers, as a correctly called or miscalled bluff can often have catastrophic consequences for one of the players!

Maximum Players: 4

Recommended Age: 12+

More Coming soon!

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