Game Schedule

 

Friday April 10th @ Noon

Dominion (Dominion)

Let's get PretzCON started off right with a Rio Grande classic. We'll use Dominion base set and Intrigue.

1 Hours for 6 Players
Game Master: Geoff Berman
6 slots left
Apples to Apples

Kick off the con with this party game of hilarious comparisons. Players take turns laying an adjective card. Other players choose the card from their hand that they think works best with that adjective.

1 Hours for 10 Players
Game Master: Kelly Goergen
10 slots left

Friday April 10th @ 1:00 PM

Telestrations

The game that mixes Pictionary with telephone. Each player begins by sketching a word dictated by the roll of a die. When the time is up, players pass their sketchbook to the next player, who must guess what’s been drawn. Players take turns guessing and drawing until sketchbooks make it all the way around.

1 Hours for 8 Players
Game Master: Kelly Goergen
8 slots left
Ghost Stories (Ghost Stories)

Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.

To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game.

There are many more ways to lose, however.

1 Hours for 4 Players
Game Master: Geoff Berman
4 slots left
Pathfinder Society Scenario #6–10: The Wounded Wisp (Pathfinder)

More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the PCs to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years. A Pathfinder Society Scenario designed for levels 1–2.

5 Hours for 6 Players
Game Master: PFS
6 slots left
Pathfinder Society Scenario #2-01: Before the Dawn—Part I: The Bloodcove Disguise (Pathfinder)

You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

5 Hours for 6 Players
Game Master: PFS
6 slots left
Pathfinder Society Scenario #51: The City of Strangers—Part I: The Shadow Gambit (Pathfinder)

The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to find a local Pathfinder associate who sent a strange letter to Venture-Captain Drandle Dreng in Absalom. When the local associate turns up dead and you find evidence linking his death to a mysterious organization called The Shadow Lodge, it's up to you to track them down and solve the man's murder. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

5 Hours for 6 Players
Game Master: PFS
6 slots left
Pathfinder Society Scenario #6–11: The Slave Master's Mirror (Pathfinder)

An elusive enemy of the Society has launched a campaign of espionage and intrigue from Stonespine Island, the homeport of the infamous Okeno pirates. The Society must sneak a team of agents through one of the largest slave markets on the Inner Sea and track the slippery mastermind to her base if they are to successfully capture the villain, and Venture-Captain Ambrus Valsin has just the team of Pathfinders in mind for the task. Can the PCs defeat this remote slave ring without becoming slaves themselves? A Pathfinder Society Scenario designed for levels 3–7.

5 Hours for 6 Players
Game Master: PFS
6 slots left
Pathfinder Society Scenario #2-03: The Rebel's Ransom (Pathfinder)

The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it. A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

5 Hours for 6 Players
Game Master: PFS
6 slots left

Friday April 10th @ 2:00 PM

Zombie Dice

Eat brains. Don't get shotgunned.

In Zombie Dice, you are a zombie. You want braaains – more brains than any of your zombie buddies. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Whoever collects 13 brains first wins.

We may play with the expansions "Double Feature" and "School Bus".

1 Hours for 7 Players
Game Master: Becca Birch
7 slots left

Friday April 10th @ 3:00 PM

Kill Dr Lucky (Kill Dr Lucky)

Time to try and kill the good Doctor. Your motives are many, and you're not the only one who hates the old man. This inversion of Clue is a great way to take out some spite.

1 Hours for 6 Players
Game Master: Jordan Fetters
6 slots left

Friday April 10th @ 4:00 PM

 

Friday April 10th @ 5:00 PM

Cannibal Pygmies in the Jungle of Doom (B-Movie Card Game)

Swing into adventure as the Jingle Queen and Skippy the Wonder Dog come face to face with Dinosaurs, Nazis, and Dancing Haitian Voodoo Zombies! With the Great White Hunter escape the clutches of the Native Chieftain's Daughter? Will he? WILL HE?!?
Easy to learn and fun to play card game set in the world of bad (really bad) movies.

2 Hours for 6 Players
Game Master: Jordan Fetters
6 slots left

Friday April 10th @ 6:00 PM

The Settlers of Catan

It's Catan! Whether it's your first time or thousandth, this game is a classic. Kick off the first night of PretzCon with the classic game (with 5-6 player expansion if needed).

2 Hours for 5 Players
Game Master: Andy Goergen
5 slots left
Captain's Wager (Demo) ONE

A hand management, bluffing and betting game with an awesome steam-punk and pirates theme.

Pirates and Steam-punk, no need to say more. I know right!?

As a airship captain you send out your pirate crew to search for treasure. It has the feel of poker with a modern card game twist.

**Successfully kickstarted, come play a preview copy early before it releases!!**

1 Hours for 5 Players
Game Master: Ryan Pretz
5 slots left

Friday April 10th @ 7:00 PM

Boss Monster (Boss Monster)

You control the Boss Monster at the end of your very own 8-bit dungeon. Expand your dungeon with traps and monsters. Lure heroes to their eventual doom! Just be sure the other Boss Monsters don't take out more heroes than you.

2 Hours for 6 Players
Game Master: Jordan Fetters
6 slots left
Captain's Wager (Demo) TWO

A hand management, bluffing and betting game with an awesome steam-punk and pirates theme.

Pirates and Steam-punk, no need to say more. I know right!?

As a airship captain you send out your pirate crew to search for treasure. It has the feel of poker with a modern card game twist.

**Successfully kickstarted, come play a preview copy early before it releases!!**

1 Hours for 5 Players
Game Master: Ryan Pretz
5 slots left
Pathfinder Society Scenario #5–08: The Confirmation (Pathfinder)

Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents. A Pathfinder Society Scenario designed for level 1-2.

5 Hours for 6 Players
Game Master: PFS
6 slots left
Pathfinder Society Scenario #2-02: Before the Dawn—Part II: Rescue at Azlant Ridge (Pathfinder)

With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyone. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

5 Hours for 6 Players
Game Master: PFS
6 slots left
Pathfinder Society Scenario #52: The City of Strangers—Part II: The Twofold Demise (Pathfinder)

A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

5 Hours for 6 Players
Game Master: PFS
6 slots left
Pathfinder Society Scenario #6–08: The Segang Expedition (Pathfinder)

Rumors of a lost shrine in the Segang Jungle draw the Pathfinder Society’s attention, but the prohibitive cost of sending a team into the wilds of Jalmeray threatens to shut down the expedition before it even begins. Fortunately, a wealthy patron has offered to fund the PCs travel expenses in return for their help in his decades-old quest. Can the Pathfinders balance this new obligation with their exploration of the archaeological site? A Pathfinder Society Scenario designed for levels 1–5.

5 Hours for 6 Players
Game Master: PFS
6 slots left
Pathfinder Society Scenario #2-06: The Heresy of Man—Part I: The First Heresy (Pathfinder)

For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed "let no man be beholden to a god." While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum's defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy. A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

5 Hours for 6 Players
Game Master: PFS
6 slots left

Friday April 10th @ 8:00 PM

Let's Create a Game

Come join other people as we create a game from scratch. What will we create? An alien invasion? Office Politics? card game? board? Who knows!! I’ll have several random bits and pieces to make the game out of.

2 Hours for 6 Players
Game Master: Floyd Pretz
Materials Needed: None - But feel free to bring anything you think would be fun to make a game with
6 slots left
Team Trivia (Cube of Death)

Cube of Death is a trivia/RPG hybrid game that uses geek trivia to resolve actions. It is played with two teams of three players each. Every round the host draws a card and asks each team a question. If they get it right they get to roll 1d6 damage to the opposing team. So recruit a team, or sign up individually and we will randomly assign teams. Many new questions added for PretzCon 2015!

1 Hours for 6 Players
Game Master: Kelly Goergen
6 slots left
Steampark

As owners of a fantastic steam park, you're to build gigantic, coal-powered rides to attract as many visitors as you can – but building attractions won't be enough. You'll also need to manage your employees, invest in advertising in order to attract and please the different kinds of guests visiting your park, and, above all, keep the dirt that your park produces under strict control!

In this management game, you'll have to build your own amusement park and make it the largest and most profitable in the region. By constructing the three-dimensional, wonderful rides designed by Marie Cardouat, you will see your park grow right before your eyes. Choose your strategy! Build Stands to attract more Visitors, or Toilets to keep the Dirt under control. Whatever decision you take, take it quickly: The less time you spend planning, the more time you'll have to maintain your park. Thanks to a clever, original action-choosing mechanism, winning in Steam Park is as much a matter of being the best as of being the fastest!

2 Hours for 3 Players
Game Master: Jasper Birch
3 slots left

Friday April 10th @ 9:00 PM

 

Friday April 10th @ 10:00 PM

Oz Fluxx (Fluxx)

Fluxx with Oz twist! Fluxx is a card game where the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win.

1 Hours for 6 Players
Game Master: Kelly Goergen
6 slots left
Shadows Over Camelot

Each player represents one of the Knights of the Round table, and they must band together to ward off the evils of the realm before Camelot falls. Not everything is as it seems, however, as one of the knights may be a traitor to the throne!

An easy-to-learn, but deep, co-operative game for up to 7 players

2 Hours for 6 Players
Game Master: Andy Goergen
6 slots left
Cash n Guns

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 the more money than anyone else after eight rounds while still being alive.

1 Hours for 7 Players
Game Master: Jasper Birch
7 slots left