PLAY :: Board & Card Games (200-220)

As in years past, “Vegas Bob” Woodson and his crew will bring their excellent library of board games to Neoncon. In addition, Days of Wonder, is sponsoring our is sponsoring our Ticket to Ride Tournament and demos of Memoir ‘44, Shadows over Camelot and Small World.

200.00 - The Library

Throughout the show, the combined board & card game libraries of "Vegas" Bob Woodson, John Wootress, Delwayne Arakaki, Steve Pitcher and Neoncon will be made available for your entertainment. For a complete list of available games, click Board Games (210) and Card Games (220).

200.01 - Ticket to Ride Tournament - Days of Wonder

Who is the greatest Rail Baron of Las Vegas? Find out in this special tournament event sponsored by Days of Wonder. Don't get to cocky. Rumor has it there is a ten-year old out there who can wipe the floor with most challengers!

With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.

200.02 - Lunch Money Demos

This card game simulates being little girls running around the playground beating up each other and stealing their lunch money. Players beat each other senseless with cards like 'Poke in the Eye', Uppercut',and 'Humiliation.' The Sticks and Stones expansion adds additional cards like 'Tantrum' and 'Cooties' for extra fun. The last player still standing wins. New players welcome. Prizes will be awarded.

210.01 - Arkham Horror - Fantasy Flight Games

Arkham Horror places a rag tag group of investigators in a desperate race to prevent ancient and powerful entities from gaining entrance into our world. Set in the 1920's, Arkham features an innovative system forcing players to choose which skills will be strong, and which skills will be much weaker. Every turn sees players fending off horrors, encountering the strange workings of secret societies, struggling to maintain dwindling sanity, and doing everything they can to seal the portals opened by a malevolent ancient deity.

210.02 - A Victory Lost - Multi-Man Publishing

Award-winning, hex-based simulation of the Russian counterattack of 1942-1943 outside Stalingrad. As the soviet player, you coordinate a massive offensive along a 500-mile front. As the german player, conserve your strength for the right opportunity to turn the tide in your favor once again.

210.03 - Axis and Allies - Avalon Hill

Remake of the 1986 Milton Bradley classic. Two axis powers (Germany and Japan) duke it out with three allied powers (Russia, Great Britain and USA). Players manage resources, and buy planes, tanks, infantry and naval units each turn to leverage their position and weaken that of their opponents.

210.04 - Battle Lore - Fantasy Flight Games

The game of epic fantasty adventures, Battle Lore features medieval battles with magic and mythical creatures. Players choose from a host of scenarios, which determine the starting positions for each side. Each players' hand of cards determines their tactical options, as well as their ability to respond the initiatives of their opponenets.

210.05 - Carcassonne - Rio Grande

The second best selling euro game, this one involves developing the area around the French city of Carcassonne. Players lay tiles and place their followers (thieves, knights, farmers and monks) on roads, cities, cloisters and fields depicted on the tiles.

210.06 - Combat Commander - GMT

Tactical World War II at it's finest. The game includes various scenarios involving german and either british or american forces. Each nation has a separate deck of cards, which are used for everything from operations to random events, from representing die rolls (there are no dice in the game) to random hex determination for sniper fire.

210.07 - Command and Colors - GMT

Recreate battles from a multitude of ancient eras: the Persian Wars with Greece, and the Punic Wars between Rome and Carthage, among others. The game system is similar to Memoir '44 and Battle Lore. A player's hand of cards determines the tactical options; a player's skill determine the rest. Luck of the dice doesn't hurt, though.

210.08 - Cutthroat Caverns - Smirk & Dagger Games

Genre-bending. Dice-less. The totally immersive feel of a RPG in a simple, elegant card game. A perfect balance of cooperative gameplay and back-stabbing goodness.

In this game of kill-stealing, you decide whether to swing for a whopping 50 points of damage – or hold back, awaiting a more opportune time to strike. Only the final blow matters if you are to score the kill. Hold back or sabotage other's plans too much – and the entire party will die, without a winner.

210.09 - El Grande - Rio Grande

Another popular euro game, this time set in 15th century Spain. Each player is the Grande, or high aristocrat, in one of nine regions of Spain. Each Grande is allied with thirty Caballeros, also aristocracy. Each Grande tries to extend influence across the whole of Spain by controlling the majority of Caballeros in as many regions as possible.

210.10 - Formula De - Euro Games

Judge: Bob Woodson & Friends

This game simulates Formula One motor racing. Shift up a gear, shift down a gear, burn some rubber, or hit the breaks. Don't take the turns too fast, or you'll go through your brakes and tires too fast and have to pit stop. And those nasty collisions can leave debris fields on the track. If you're not first, you're last!

210.11 - Imperial - Rio Grande

In pre-WWI Europe, you are a power broker vying for control of the six great powers: Italy, France, Great Britain, Germany, Russia and Austria-Hungary. Where you have acquired controlling interest, the nation is yours to command. But victory often depends on protecting your investments in several nations, including those you do not control.

210.12 - Killer Bunnies - Playroom Entertainment

Killer Bunnies & the Quest for the Magic Carrot is a fast paced, action filled card game, in which you must try to keep as many Bunnies alive as possible, while eliminating your opponents' Bunnies. The problem: Your opponents are armed with weapons and will stop at nothing to keep you from winning the game, which can get dreadfully vengeful, horribly nasty, hilariously messy, and just plain fun!

210.13 - Memoir '44 - Days of Wonder

Memoir '44 is a historical boardgame where players face-off in stylized battles of some of the most famous historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes. Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat.

Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units – infantry, paratrooper, tank, artillery, and even resistance fighters – to their greatest strength.

210.14 - Power Grid - Rio Grande

Vie against other players to purchase the power plants that you use to supply power. Also, you acquire the raw materials, like coal, oil, garbage, or uranium, to power said plants (except for the highly valuable wind/solar plants). 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.

210.15 - Puerto Rico - Rio Grande

Another popular euro game. Players, plantation owners in Puerto Rico in the days when ships had sails, grow up to five different kind of crops: corn, indigo, coffee, sugar and tobacco. A novel game system lets players choose the order of the phases in each turn by choosing from remaining roles during their turn. No role can be selected twice in the same round.

210.16 - Run for your Life, Candy Man! - Smirk & Dagger Games

Yours is an enchanted land made entirely of candy and confections, but underneath that sugar-frosted veneer lies the disturbing truth. The king has betrayed you all. The sweet, candy citizens throughout the land are being packaged and shipped from the castle to voracious children all over the world. But not you. You're not going out like that. Time to get your candy buttons out of Dodge!

So, it's every gingerbread man for himself in a mad dash for the border. And if you have to snap a few ginger limbs to save yourself, well...that's the way the cookie crumbles. Brutal and chaotic. Mean-spirited and a whole lot of fun. In an effort to escape the land, things get ugly. Knowing full well that only ONE of you will ever get by The Twins who guard the border, you will do anything to make sure that cookie is you. And so, this is a no-holds-barred gingerbread smackdown.

210.17 - Settlers of Cataan - Mayfair Games

The most popular and best selling euro game, this is a building game with an element of trading. Players take turns collecting resouces, and bargaining to complete combinations of resources to build roads, settlements and cities. A favorite for gamers of all ages!

210.18 - Shadows Over Camelot with Merlin's Company - Days of Wonder

In most games, players compete against each other to achieve victory. Shadows over Camelot proposes a journey of a very different kind, where you and your fellow players, as Knights of the Round Table, will collaborate to jointly defeat... the game! At first glance, this task seems simple enough. After all, shouldn't a band of young and noble Knights - fleet of foot and sound of mind - easily defeat a game that plays itself?

Alas your quest is further complicated by the ever-present possibility of a Traitor in your midst, biding his time, waiting to strike at the worst possible moment... But enough words... Don your cloak, climb astride your warhorse and gallop into the Shadows to join us in Camelot!

210.19 - Shogun - Queen

Shogun is based on the Wallenstein game system. The game is set in the Sengoku period (approx 1467-1573) which ends with the inception of the well-known Tokugawa Shogunate. Japan during the Sengoku or "Warring States" Period: each player assumes the role of a great Daimyo with all his troops. Each Daimyo has the same 10 possible actions to develop his kingdom and secure points. To do so he must deploy his armies with great skill.

Each round, the players decide which of the actions are to be played out and in which of their provinces. If battle ensues between opposing armies, the unique Cubetower plays the leading role. The troops from both sides are thrown in together and the cubes that fall out at the bottom show who has won immediately. Owning provinces, temples, theaters, and castles means points when scores are tallied. Whichever Daimyo has the highest number of points after the second tally becomes – SHOGUN! (5 players)

210.20 - Small World - Days of Wonder

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!

210.21 - St. Petersburg - Rio Grande

Euro card game in which you acquire workers for income, build buildings for fame, and attract aristocrats to your city in order to gain the most fame at the end of the game. The player who is best able to manage his meager money supply, and buy the right things at the right time, will win the game.

210.22 - Ticket to Ride - Days of Wonder

With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.

210.23 - Twilight Struggle - GMT

Card-driven game of the cold war between the United States and Soviet Russia. Players alternate card plays, either using the event or the operations point value to increase influence in a desired country. The events depicted on the cards draw from forty five years of history between the wreckage of World War II and the fall of the Soviet Union in 1989.

210.24 - War of the Ring - Fantasy Flight

Based on Tolkien's epic Lord of the Rings, the game pits up to three players as the dark forces (Mordor, Isengard and the Southrons/Easterlings) against the free peoples (Gondor, Rohan, elves, dwarves, and men of the north) of Middle Earth. The free peoples can win either by the fellowship destroying the ring, or more unlikely, a military victory.

220.01 - Are You A Werewolf?

A mind game for 8-15 players, in which a vengeful group of villagers must figure out who among them is secretly a werewolf (before it's too late...). Each "night" the werewolves eat a villager, and each "day" the surviving villagers attempt to rid the town of werewolves by lynching one of their own.

220.02 - BANG!

The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)! This family card game is for 4-7 players and takes about 30 minutes to play.

220.03 - Beer Money

Beer Money is the long-anticipated 110-card sequel to the frenetic Lunch Money card game. Beer Money is a stand-alone game that can also be mixed in with a Lunch Money or Sticks & Stones deck to accommodate up to 8 players. Like Lunch Money, Beer Money combines evocative images with the raw dynamics of a merciless street fight. But Beer Money ups the ante with weapons like Beer Bottle, basic attacks such as Knuckle Sammitch, defenses like Self Help, and specialty cards including Pound of Flesh and Pile Driver. The pain just keeps on coming when you're playing with Beer Money!

220.04 - Falling: The Goblin Edition

To celebrate the 10th anniversary of Falling, Titanic Games proudly brings you a re-envisioning of James Ernest's highly popular card game. You're all goblins and you're plummeting toward the ground. Be the last one to hit and you win! Falling is a fast-paced, real-time card game for 4 to 8 players, suitable for any audience.

220.05 - Fluxx

Fluxx is played with a specially-designed deck. It is different from most other card games, in that the rules and the conditions for winning are altered throughout the game, via cards played by the players. Our Fluxx deck include the following expansions: EcoFluxx, Zombie Fluxx and Monty Python Fluxx.

220.06 - Grave Robbers from Outer Space

Players are making a B-Movie by playing Characters, Props, and Locations in their movie and sending Creatures to attack the other players' movies in order to kill off their Characters. SFX cards can modify attacks and do other wacky stuff. When Roll the Credits is played, the player with the most points wins!.

220.07 - Lunch Money (w/Sticks & Stones)

This card game simulates being little girls running around the playground beating up each other and stealing their lunch money. Players beat each other senseless with cards like 'Poke in the Eye', Uppercut',and 'Humiliation.' The Sticks and Stones expansion adds additional cards like 'Tantrum' and 'Cooties' for extra fun. The last player still standing wins.

220.08 - Mad Scientist University

Polish up your laser pistol and practice your best evil laugh. You're about to enroll in Mad Scientist University. Students must come up with a way to meet a goal given certain elements listed on distributed cards (Create Perpetual Motion with Lawn Gnomes, for example). Each student brainstorms and then gives a short presentation detailing their plan to the TA (Judge). The TA then awards the goal card to the 'best' plan by whatever criteria they wish. The winner is the student with the most goal cards after everyone has led a course. Mad Scientist University is a storytelling party game for 3 to 7 people.

220.09 - Munchkin

Munchkin is a card game by Steve Jackson Games, written by Steve Jackson and illustrated by John Kovalic, that has a humorous take on role-playing games, based on the concept of munchkins (immature role-players, playing "to win"). Munchkin won the 2001 Origins Award for Best Traditional Card Game[1], and is itself a spin-off from The Munchkin's Guide to Powergaming, a gaming humor book that also won an Origins Award in 2000.[2]

220.10 - Munchkin Cthulhu

The seventh standalone version of Munchkin, released in March 2007, lampoons Lovecraft's Mythos and the horror gaming that surrounds it, summoning classic monsters from outside reality.

220.11 - Three Dragon Ante

Three-Dragon Ante is a fast-paced non-collectable card game based on the tavern games played by characters within the D&D game world. Three-Dragon Ante can be played as a standalone card game when there isn't enough time for a full-fledged D&D adventure, or it can be played as part of a roleplaying campaign – where a character's abilities can give him or her a unique winning edge.

220.12 - Yetisburg – This War's Anything but Civil

In the bloody fields of Pennsylvania in 1863, two great armies collided to decide the fate of a nation. The South rose, and the North responded with fervent mettle. At the forefront of the battle stood the mighty Yetis, white-furred giants imported from the wilds of Canada to shred the opposing front lines. The great generals strode through the battle lines, engineering the destruction of the opposing forces while powerful mastodons hurled bombs into the fray.

Yetisburg is a fast-paced, two-player card game where the South is pitted against the North in brutal battle.