A card game that lets players lead 1 of 4 factions to build empires by placing buildings, then sending workers to those buildings to acquire new resources & abilities.
Description:
A card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points. Expansion sets will be used to accommodate 5 players.
A card game that lets players lead 1 of 4 factions to build empires by placing buildings, then sending workers to those buildings to acquire new resources & abilities.
Description:
A card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points. Expansion sets will be used to accommodate 5 players.
Rebel starfighters against an Imperial Star Destroyer screened by TIE fighters. The ISD is an immobile Huge ship, using energy to operate its weapons and to regenerate its shields.
Description:
The Rebels have jumped out of hyperspace and into an Imperial trap. The 2nd Death Star’s shields have not been destroyed as planned, forcing the Rebel Fleet to fight the encircling Imperial Fleet in a desperate attempt to keep their forces sufficiently intact to deliver another crippling blow to the Galactic Empire. Can the Rebels survive a run through the Imperial Star Destroyer’s guns and missiles to cripple its bridge or disable its main armament? Can the Imperial fighters provide enough cover to protect the Imperial Star Destroyer from the massive assault? For more information and to review the rules, please check out the BGG link below.
Come explore GameMastering (GMing) beyond specific game systems & campaigns. One law any GM could use. Temporal awareness. Senses & roleplaying. Pacing combat. Ideas for GMs new or veteran.
Puzzles have a bad reputation. But used effectively, they can be challenging & fun. We will show you highlights of puzzle design & several examples of puzzles to use in your own campaign.
Description:
Puzzles are classic obstacles to players in role playing games, When done well, they are rewarding for both game masters and players. But there is a fine line between a rewarding puzzle and one that is frustrating. Members of geekspective.com will discuss successful elements of puzzle design and how to create puzzles that are fun for players. We believe that puzzles should always be solvable, either the easy way, or failing that, "The Hard Way". With the elements of good puzzle design, you will be able to create better puzzles for your home campaign. Several examples of good puzzles will be given to get you started. Puzzles can add an extra dimension to gameplay, and this presentation will make your games more exciting and rewarding for your players.