Wandering Dragon Pop-Up Gen Con Schedule

Wandering Dragon 2019 Pop-Up Gen Con Schedule

In order to participate in these events, you will need to purchase a Pop-Up Gen Con Badge from the Gen Con website.

and then, RSVP for each event on our Meetup.

Join The Wandering Dragon and Critical Grind in our first ever Pop-Up Gen Con Events from Friday, August 2nd through Sunday, August 4th! We will be adding to this list, so check back often.

Friday, August 2nd:

1:00 PM – 2:00 PM           Extraordinary Adventures: Pirates 2-6 Players

2:00 PM – 3:00 PM           Extraordinary Adventures: Pirates 2-6 Players

3:00 PM – 4:00 PM           Extraordinary Adventures: Pirates 2-6 Players

4:00 PM – 5:00 PM           Extraordinary Adventures: Pirates 2-6 Players

6:00 PM – 6:30 PM           Bargain Quest 2-6 Players

6:00 PM – 6:30 PM           Hypothetically Fun 3-8 Players

6:20 PM – 6:50 PM           Medium 2-8 Players

6:20 PM – 6:50 PM           We’re Doomed 4-10 Players

7:00 PM – 7:30 PM           Bargain Quest 2-6 Players

7:00 PM – 7:30 PM           Terror Below 1-5 Players

7:20 PM – 7:50 PM           Trapwords 4-8 Players

7:20 PM – 7:50 PM           We’re Doomed 4-10 Players

8:00 PM – 8:30 PM           Medium 2-8 Players

8:00 PM – 8:30 PM           Terror Below 1-5 Players

8:20 PM – 8:50 PM           Bargain Quest 2-6 Players

9:00 PM – 9:30 PM           Hypothetically Fun 3-8 Players

9:00 PM – 9:30 PM           Medium 2-8 Players

9:20 PM – 9:50 PM           Trapwords 4-8 Players

9:20 PM – 9:50 PM           We’re Doomed 4-10 Players

Saturday, August 3rd: 

1:00 PM – 2:00 PM          Pathfinder 2E RPG Learn to Play 2-6 Players

2:00PM – 3:00 PM           Harry Potter: Hogwarts Battle 2-4 Players

3:00 PM – 4:00 PM           Ticket to Ride 2-5 Players

2:30 PM – 3:30 PM           Pathfinder 2E RPG Learn to Play 2-6 Players

4:00 PM – 5:00 PM           Dragonfire 2-4 Players

4:00 PM – 5:00 PM           Pathfinder 2E RPG Learn to Play 2-6 Players

5:00 PM – 6:00 PM           Outer Rim 2-4 Players

6:00 PM – 6:30 PM           Hypothetically Fun 3-8 Players

6:00 PM – 6:30 PM           Trapwords 4-8 Players

6:20 PM – 6:50 PM           Hadara 2-5 Players

6:20 PM – 6:50 PM           Medium 2-8 Players

7:00 PM – 7:30 PM           Extraordinary Adventures: Pirates 2-6 Players

7:00 PM – 7:30 PM           Trapwords 4-8 Players

7:20 PM – 7:50 PM           Hadara 2-5 Players

7:20 PM – 7:50 PM           Mental Blocks 2-9 Players

8:00 PM – 8:30 PM           Hypothetically Fun 3-8 Players

8:00 PM – 8:30 PM           Medium 2-8 Players

8:20 PM – 8:50 PM           Trapwords 4-8 Players

9:00 PM – 9:30 PM           Extraordinary Adventures: Pirates 2-6 Players

9:00 PM – 9:30 PM           Hypothetically Fun 3-8 Players

9:20 PM – 9:50 PM           Hadara 2-5 Players

9:20 PM – 9:50 PM           Mental Blocks 2-9 Players

Sunday, August 4th: 

1:00 PM – 2:00 PM          Pathfinder 2E RPG Learn to Play 2-6 Players

1:00 PM – 2:00 PM          Harry Potter: Hogwarts Battle 2-4 Players

1:00 PM – 1:30 PM           Bargain Quest 2-6 Players

1:00 PM – 1:30 PM           Terror Below 1-5 Players

1:20 PM – 1:50 PM           Extraordinary Adventures: Pirates 2-6 Players

1:20 PM – 1:50 PM           Mental Blocks 2-9 Players

2:30 PM – 3:30 PM           Pathfinder 2E RPG Learn to Play 2-6 Players

2:00 PM – 3:00 PM          Ticket to Ride 2-5 Players

2:00 PM – 2:30 PM           Hadara 2-5 Players

2:00 PM – 2:30 PM           Terror Below 1-5 Players

2:20 PM – 2:50 PM           Bargain Quest 2-6 Players

2:20 PM – 2:50 PM           Extraordinary Adventures: Pirates 2-6 Players

3:00 PM – 4:00 PM          Dragonfire 2-4 Players

3:00 PM – 3:30 PM           Mental Blocks 2-9 Players

3:00 PM – 3:30 PM           We’re Doomed 4-10 Players

3:20 PM – 3:50 PM           Hadara 2-5 Players

3:20 PM – 3:50 PM           Terror Below 1-5 Players

1:00 PM – 2:00 PM          Pathfinder 2E RPG Learn to Play 2-6 Players

4:00 PM – 4:30 PM           Extraordinary Adventures: Pirates 2-6 Players

4:00 PM – 4:30 PM           Mental Blocks 2-9 Players

4:20 PM – 4:50 PM           We’re Doomed 4-10 Players

Terror Below

TerrorBelowBoardGame.jpg

Terror Below is a game of government experiments gone wild in the Nevada desert. The faster you move, the more vibrations you make, attracting the attention of the vicious worms underground. Navigate the difficult terrain to collect valuable worm eggs and deliver them to locations around town to claim bounties. If you’re feeling lucky, collect items and weapons to go hunt ’em.

The goal of Terror Below is to be the first player to score 20 victory points (VP) by collecting worm eggs and delivering them to locations around town — or alternatively, by hunting down and killing those vicious worms.

During the game, your squad of unlikely heroes will visit locations around the small desert town to find bounties, scavenge for weapons, and try to survive as you distract the worms. Eventually, those worms will attack. If you are in their path of destruction, you better be prepared for a fight!

Bargain Quest

Bargain Quest is a game of adventure and capitalism for 2-6 players. Players will take the role of shopkeepers in an adventuring town plagued by monsters. Players must draft items and then secretly choose which items to place in their windows to attract wealthy heroes to their shops.

Once all heroes have been equipped, they battle against monstrous threats, earning money and adding prestige to whichever item shop they most recently visited. Throughout the game players will encounter new heroes and monsters while upgrading their shops and hiring employees. Once the third monster is defeated the player who has earned the most gold and prestige is the winner.

We’re Doomed!

We’re doomed! The world is coing to an end! We must act now to survive!!! Players are the most powerful leaders in the world working alongside up to nine others to build a starship. Time is short! The goal? Build and be on a starship that escapes a dying world — or betray everyone to ensure your own survival. No seats on the starship are guaranteed. We’re Doomed! is a quick, timed, panic-inducing game of international collaboration, retaliation, diplomacy, conspiracy, and blowing each other up for fun!

It is not the 11th hour. It is the final hour. Do we have time? How many seats will be available? Who will get a seat? Will the ship even get completed? During the Action Phase, players take one action in turn order to produce or steal either Resource or Influence tokens. Resource tokens are used to build the escape ship. The bigger the ship, the more players can escape to victory at the end of the game. Influence tokens determine who boards the ship first at the end of the game. Each civilization is better at one of the standard actions.

During the Contribution Phase, there is no turn structure. Players can negotiate as they pledge their Resources to building the escape ship by contributing Resource tokens. The player who contributes the most Resources is awarded 1 Influence and gets to draw the event card for that round. Each card is one of one hundred unique and ruthless event cards that change the game drastically — introducing new restrictions, secret missions, ethical dilemmas, physical challenges, robots, aliens, lizard-people and more. The player who drew the event card then takes an action, starting the next Action Phase. The game continues in this fashion (actions, contributions, event) until time is out!

After 15 minutes, play stops. Time to board the starship. Who gets in first? The players with the most Influence board the ship first. Once full, the ship launches and the remaining players are left behind to die. Beware! Resources can also be used to nuke a player, completely eliminating them from the game, so watch the other players’ Resource token stockpiles!

Witness humanity at its worst and finally come to terms with the truth you have known all along — we’re doomed!

Hypothetically Fun

It’s like an icebreaker married a flamethrower! Hypothetically Fun is a game of open-ended and discussion-provoking questions spanning five different topics and 350 cards.

Extraordinary Adventures: Pirates

While playing Extraordinary Voyages: Pirates, you become a pirate captain sailing three ships through the Caribbean in search of rich merchants to plunder and friendly ports in which to trade your booty for riches.

In more detail, you have one ship on each of the three “tracks”, i.e., pathways through the Caribbean Sea. On each turn, you play three cards from your hand to move your ships. Your cards have a basic movement number, and often a secondary action. You may use one or the other to move your ships down the track or gain special advantages.

Each of the three tracks winds through the Caribbean islands toward your ultimate goal: the Spanish Treasure Galleon at Trinidad. Along the way, there will be detours that lead to merchant ships that may be plundered, and towns that may be visited to cash in your plunder for treasure. Plundering merchant ships and visiting towns also allows you to recruit more crewmen (cards) for your crew (deck). The better your deck is, the faster that your ships are able to move, so deciding when to take detours for plunder and recruiting and when to sail on toward your ultimate goal is an important decision that every pirate captain must make.

The first pirate captain to reach the Treasure Galleon at the end of any track ends the game. Each pirate ship scores points based on what place they finished on each track, as well as for the treasures earned by selling plunder. The richest captain goes down in history as the Pirate King!

Trapwords

The game is for 2 teams, divided into two approximately equivalent number of players and takes about 30 minutes to play.

It could remind you of the classic word game known as Taboo, but this one has an interesting twist on gameplay – the opposing team is the one who chooses the words you cannot use. With you having no idea which words are “traps”, it’s like dancing on a minefield, when you’re trying to describe your assigned word to the rest of the team.

You take the role of a group of adventurers crawling through a fantasy dungeon full of traps and curses, with a Boss waiting for you at the end.
You have to successfully guess a word that one of your teammates is trying to describe to you. Sounds simple, but it is made fiendishly difficult by not knowing which words you can’t say. Because both teams are simultaneously preparing secret traps for each other, words that you can’t use. And further you get, the more trapwords you might expect.

Let’s see the example of one possible turn when you are trying to give clues for the word “Axe”:

You: “It is a thing that a dwarf can…”
Opponents team: “A-ha, dwarf! Gotcha!”
You: “How did you know that? Was it obvious I will use that?”

Or when you would try another approach it could look like this, the successful turn of your team:

You: “This thing is used by a man with a beard, in a checkered shirt….”
One of your teammates: “A coffee maker?”
[Everyone laughs]
You: “He uses it for work in nature.”
Another teammate: “A chainsaw!”
You: “He makes smaller pieces from a big plant with it.”
Any of your teammate: “An axe!”
You: “Yes! Very good!”

Could you avoid your opponent’s trapwords when you don’t know what you can’t say?

Mental Blocks

Mental Blocks is a game of puzzling perspectives, with players trying to complete a puzzle using oversized foam blocks, despite seeing only one perspective of the design. You have to co-operate to complete the puzzle as a team, but you have a time limit, so don’t just sit around staring at the pieces. In addition to the time pressure, players have other challenges, such as not being able to talk or to touch certain color blocks.

Mental Blocks features sixty puzzles: thirty “family mode” puzzles and thirty “challenge mode” puzzles that ramp in difficulty. For an even wilder game, you can add a traitor to the table to block your block-building…

Pathfinder Second Edition RPG

Image result for pathfinder second edition

Love Letter

The noble Princess is looking for an ideal partner and confidant to help with her royal duties when she one day assumes the throne. You must prove your worth and gain her trust by enlisting allies, friends, and family of the Princess to carry a letter of intent to her. Can you earn the Princess’ trust and become her confidant?

Playing cards one at a time, players in Love Letter use the abilities of these key people in the Princess’ life to outwit their opponents and successfully deliver their letter and gain her favor. Players must utilize each character’s special skill to avoid being caught and successfully deliver their letter to the Princess. Once a set number of favor tokens are acquired, that player wins and becomes the Princess’ confidant.

This 2019 edition of Love Letter features new artwork by Citadels artist Andrew Bosley, screen-printed tokens, and two new characters (five cards in total) that allow for games with up to six players. When played, the Chancellor (value 6) allows you to draw two new cards, add those to your hand, then place two cards of your choice on the bottom of the deck. The Spy (value 0) wins you a favor token if you were the only player to play or discard a spy during the round.

Hadara

Hadara carries you off into the world of cultures and countries of this earth. Over three epochs, you will experience the transformation of your new world from a small settlement to a high culture. You want to populate this world with people who come from different cultures and continents as well as different ages. To bring glory and honor to your world, you should choose the persons and accomplishments skillfully. But you should not ignore agriculture, culture, and military power, otherwise one of your competitors might get bigger and more successful than you. Who will succeed first in creating a new flourishing high culture?

Medium

Medium! It’s a social word game of reading your friends’ minds.

In teams of two, you and a partner will have a hand of word cards (BANJO, TROPICAL, SHORT, BIGFOOT, PICNIC, etc). You’ll each play a card, then attempt to CREATE A PSYCHIC CONNECTION together to think of the word that somehow connects them. The correct answer is whatever word your partner thinks of, so you’ll have to think alike to find it!

Together, you’ll count down: “three…two…one…” then say the same word at the same time.
And when you do, it feels perfect.

It starts with cards – YOU WILL PLAY THEM.
They lead to thoughts – YOU WILL READ THEM.
Thoughts become words – YOU WILL SAY THEM.
The connection is magical – YOU WILL FEEL IT.