MACE 2016 is proud to host a bunch of Battlegroup World War 2 historical miniature game events on Saturday. Thanks to the guys from Ironfist Publishing for attending MACE once again.
Battlegroup Overlord is a new and innovative games system for re-creating the epic battles of WW2. These fast, fun and authentic-feeling rules, written by veteran games designer Warwick Kinrade (author of Kampfgruppe Normandie), are designed to play at 15mm and 20mm (1/72nd) scales.
Various detailed army lists included: German Panzer and Infantry Divisions, facing off against US and British forces during the Allied assault on Normandy and the liberation of France. Extensively researched background and comprehensive equipment data come together to create unique army lists that look and feel authentic.
The MACE 2016 D&D Adventurers League schedule is posted. Here is the list of scenarios. See OGRe for complete schedule
DDEX01-09 – Outlaws of the Iron Route
DDEX01-14 – Escape from Phlan
DDEX02-04 Mayhem in the Earthspur Mines
DDEX03-04 It’s all in the Blood
DDEX03-09 The Waydown
DDEX03-10 Quelling the Horde
DDEX03-11 The Quest for Sporedome
DDEX03-12 Hillsfar Reclaimed
DDEX03-14 Death on the Wall
DDEX03-15 Szith Morcane Unbound
DDEX03-16 Assault on Maerimydra
DDAL05-01 Treasure of the Broken Hoard
DDAL05-02 The Black Road
DDAL05-03 Uninvited Guests
DDAL05-04 In Dire Need
DDAL05-05 A Dish Best Served Cold
…and more to come!
About D&D Adventurers League
The D&D Adventurers League is an ongoing official organized play campaign for Dungeons & Dragons. It uses the fifth edition of the Dungeons & Dragons rules, and features the Forgotten Realms setting. You can play D&D Adventurers League games at any place that features adventures bearing the D&D Adventurers League logo. You can create a character and bring that character to games anywhere D&D Adventurers League is supported.
Most D&D Adventurers League games are public, in-person play events. Typical venues for these events are game and hobby stores, conventions, and public-accessible game day events.
One of our Cornerstone RPG GMs, Charles White of Fabled Environments will be premiering his new Savage Worlds setting called Olympus Inc. Friday night and then on Savage Saturday night, Charles has made his adventure Brother’s Keeper available to our MACE attendees.
About Brother’s Keeper
There isn’t anything complicated about this one, friend. The job is simple: Go to the warehouse, eliminate any opposition, and retrieve whatever new weapon the Riverbend Institute has stored there. If you find anything else in the warehouse, remember me first when you go to sell it. What could go wrong?
This is new setting for Savage Worlds called Olympus Inc. Players take on the role of demigods who battle evil forces in the shadows of a world very much like our own. This setting has an espionage/cyberpunk feel.
In a world that appears identical to our own, the Titans of myth have deposed the upstart Olympians and now rule the heavens. But Zeus and the other gods of Olympus have found a new way to harvest the power of worship—through mankind’s love of money! Step into a world of shadowy politics, satyr cyber-raiders, demigods, and an ongoing clandestine war for control of the firmament.
MACE 2016 is proud once again to host Savage Saturday Night in conjunction with Clint and Jodi Black and Beautiful Brains Books & Games – a variety of Savage World settings Saturday Night! This event presents Savage Worlds in a variety of different settings, some run by a number of professional game writers the game line, including Clint Black (PEG), Charles White (Fabled Environments), and Dan SMith (Battle for Oz). THIS IS SAVAGE SATURDAY NIGHT, a regular tradition at MACE.
Savage Worlds is a generic role-playing game and miniatures wargame written by Shane Lacy Hensley and published by Pinnacle Entertainment Group. The game emphasizes speed of play and reduced preparation over realism or detail. The game received the 2003 Origin Gamers’ Choice Award for best role-playing game.
Tim Braun of the Winston-Salem Gamer’s Guild will be running a special Twilight Imperium session on MACE 2016. Set inside one of our more private rooms, Burnham, you can get the full experience of playing this epic game with little distractions. He has set up a Facebook event for those interested to communicate.
Come experience Twilight Imperium III the granddaddy of Space 4X gaming! Explore – Scout unexplored sectors of the galactic map to reveal new planets systems. Expand – Colonize these new planetary systems and extending your galactic influence. Exploit – Use planetary resources and political influence as you conquest across the map. Exterminate – Attacking rival players is an effective tactic but not an assured path to victory.
Twilight Imperium III (TI3) is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression.
Interested parties can join the discussion of this event and ask questions of the GM this Facebook Event.
It is schedule for Sunday 9 am in the Burnham room.
The galaxy is in limbo. In a time of such betrayal, trust is a word loosely associated with foolishness. As you await the arrival of trade goods, which should have arrived a week ago, you check your daily logs. A transmission hails in and is patched through. It’s the Hacan trade ambassador alerting you that as of now, “All trades are off.” As he does so, proximity klaxons scream through your base and the screen flickers with a sight you never wished to see—a Warsun. The Hacan sold you out, and now they’re having the L1z1x Mindnet do their dirty work.
Twilight Imperium is an epic board game of galactic conquest for three to six players. Each player takes command of one of ten unique civilizations to compete for interstellar supremacy through warfare, trade, uncertain allegiances, and political dominance. Each civilization provides a unique game experience with different abilities and play styles. Will you play as the Emirates of Hacan and preside over every trade agreement made in the galaxy, or will you be the Federation of Sol and rapidly take over worlds in hopes of dominating the entire galaxy? In Twilight Imperium, many paths lead to the center of the galaxy, but every path is forged from broken promises.
Clint Black will be running Deadlands “Getting the Shaft!” at MACE 2016 on Savage Saturday Night.
In honor of Deadlands 20th Anniversary and the 10th Anniversary of Savage Saturday Night at MACE, Clint Black offers up a very special game of the Weird West. Be prepared for aÂ mining camp with an extra dose of camp!
About Clint Black
Clint Black is Savage Worlds Core Rules Brand Manager for Pinnacle Entertainment Group. Savage Worlds is the Origins award-winning roleplaying game that is one of the most popular systems in the hobby. Clint also won a Silver ENnie at GenCon 2011 for Space 1889: Red Sands. Clint started as a freelance writer with Pinnacle over ten years ago, but his involvement grew significantly with the advent of Savage Worlds. He transitioned from a playtester on the original design team to the creator of one of the first and most popular books for the system (supervillain setting Necessary Evil, now in its third printing) to one of the designers and ultimately brand manager of the core rules. Along the way, he worked on multiple Savage Worlds projects, including the Horror, Fantasy, and Super Powers Companions, Weird War 2, Space 1889, and of course the landmark Pinnacle setting, Deadlands. Additionally, Clint serves as the face of Pinnacle on their forums, acting as the Official Rules Answer Man and administrator for years. He counts this opportunity to hang out and chat with fans online as one of the perks of the job.
He is married to multiple award-winning RPG editor Jodi Black and is the father of two awesome gamer daughters. In 2012, Clint Black won an Gold ENnie Award for Savage Worlds Deluxe.
Clint Black, along with his wife Jodi as well as Beautiful Brains Books and Games will be returning once again to run Savage Saturday Night.
One by one, the Capulan city-states have fallen, and risen again under a single banner…
To the West, the machinists of the Uhrstadt demand autonomy…
To the North, the ancient Chonokhat clans swear to die before they kneel…
The balance of power is delicate, and the will of a few will decide the fate of the land…
Take part in the duels of these heroes, the greatest fighters ever to live…
Take part in the exciting combat of “Trigger Discipline”
Trigger Discipline is a fast-paced, mix-and-match, tactical card game set in the world of Gevahlt. Long ago, monstrous beasts called Titans roamed the land. Gunswordsmen from all over the world trained and competed in the Wild Hunt, an annual event where hopeful fighters would pit their wits and their gunswords against these powerful creatures. Now that the Titans are all but extinct, the denizens of Gevahlt have focused their skills on each other in dueling tournaments.
First, you pick a character from our roster of Duelists. Then, choose a Weapon for them to wield in battle. Every character has a favorite weapon, but these people are experts: they can fight with anything. With eight characters and eight weapons to mix and match in the Core Set, there are over 3000 unique 2-player match-ups right out of the box.
Your Duelist and Weapon will determine the cards in your deck. You’ll end up with 30 cards representing your skills in combat. Then you just set out your characters in starting position, shuffle up, and fight! Using two unique systems to represent the flow of combat, the Momentum resource and a modified Chess movement system, Trigger Discipline is a game for all ages and experience-levels to enjoy.
Richard Launius, creator of the widely popular Arkham Horrorby Fantasy Flight Games, will be attending MACE 2016. He will be running his new game Defenders of the Last Stand published by 8th Summit Games
I spent the majority of my professional career working in various executive positions within the AT&T Advertising & Publishing line of business, retiring as an Executive Director – Information Technology after 32 years of service. Since retirement, I have been designing games full time through my company King Richard LLC.
I was active in various forms of design even during my career with AT&T. Leaning strongly on my Fine Arts degree, in 1981 I designed the uniform for the Chicago White Sox that they wore from 1982 – 1986 and are wearing it again in 2013 as their special Sunday home game uniform. During the mid 1980s though 1992 I wrote and published a few Role-playing scenarios for Call of Cthulhu with Chaosium and Different Worlds magazine. Additionally, during this time period I worked on several computer game designs with Interstel and Super Nova Creations, including the games Scavengers of the Mutant World and Star Legions.
In 1987, I designed the original Arkham Horror board game which was published by Chaosium and went on to win the the Origins HG Wells Best Science Fiction Board Game Award in 1988. In 2005 I teamed up with Kevin Wilson to redesign the Fantasy Flight Games publication of Arkham Horror and since retiring from AT&T have been fortunate enough to publish many adventure and story oriented games for fans of this genre.
My simple motto of game design is that playing the game should be fun. I enjoy playing a wide variety of games and especially enjoy opportunities to play my designs with those of you that also enjoy them at conventions – hopefully we will be able to play a game together some day.
Thanks for your interest – Richard
We are very proud to have him attend MACE 2016 and we look forward to seeing him again.
We are proud to announce 8th Summit Games attendance at MACE 2016. Game they publish include Coven, Run, Fight or Die!, and Agents of SMERSH! Please Join us in welcoming them to MACE! They will be also bringing several new games including Mythos Tales, Defenders of the Last Stand and upcoming Superhero Solitaire.
Mythos Tales is a cooperative game of macabre detection and Lovecraft horror for 1 – 8 players. In Mythos Tales, players take on the role of private investigators in Lovecraft’s Arkham, tasked with solving a series horrifying mysteries. Each investigation takes between 60-120 minutes to complete, and the game will include 8 investigations in a full color book, large fold out map, Requirement Cards, Time Tracker with wood markers, Directory and rules.
Defenders of the Last Stand
Defenders of The Last Stand is a post apocalyptic adventure game by Richard Launius (Arkham Horror, Run Fight or Die) and Jason Maxwell (Agents of SMERSH) for 1-5 players set in the Western United States more than 50 years after nuclear war. Players take on the roles of Defenders of the last known haven for humanity, called The Last Stand. Four outside clans leaders, along with their followers, advance toward the town, and players work cooperatively to defend The Last Stand. Menacing mutants also roam the desert threatening the city’s survival. The game will introduce player character mutations – your character can mutate from travel into irradiated areas. Gameplay will consist of both elements of adventure and conflict resolution, and Defenders of the Last Stand will come loaded with miniatures, including three large sculpted miniatures of the invading Clan leaders as well as their minions – sculpted by Chad Hoverter. The four warrior clans include raiders on bikes and in cars, another group of mutated humans who ride large beasts, third clan consisting of techno savvy, yet criminally insane youths, and finally a large winged creature so mutated that he has lost all traces of his old humanity.
Summit City is overrun with villainy! As beings with Powers begin to appear, Heroes and Villains emerge to vie for control of the city. Claim victory for the forces of Good by building bases for the Heroes and gaining more power than the forces of Evil!
Choose to become one of the following champions of the city and face their devious adversaries. Mix-and-Match any one Villain with any one Hero for a combination of 16 ways to play Solitaire!Add a Sidekick to tailor your games even further to fit your play style.
MACE 2016 has a wide range of games, from short and easy to epic sized games. Saturday 9:00 AM-11:00 PM Mega Civilization qualifies as EPIC. Obviously, it is not for the light of heart, this game is huge and awesome. It can take up to 18 players! 18!!!
Keith Langley brings this game to MACE 2016 and we greatly appreciate it. It deserves a little spotlight. This is the first time this game has been at MACE but Kieth has run classic Civilization before.
Mega Civilization, a huge version of the legendary development game Civilization, is a game of skill for 5 to 18 players covering the historical development of ancient civilizations from just after the last Ice Age to the dawn of the new era at the end of the Iron Age — a time span of almost 8,000 years. Each player leads their own civilization as it tries to expand its culture over a map board that stretches from the Mediterranean Sea to India.
Although battles and territorial strategy are important, Mega Civilization is not a wargame as you might expect when looking at the map board. Instead, the objective of play is to gain a level of overall advancement involving cultural, economic, scientific, political, civic, and religious factors. The player who most effectively balances these various goals will achieve the best scores and win.
In more detail, the objective of Mega Civilization is to acquire the highest number of victory points (VPs) by building cities and developing Civilization Advances. This will be done over various phases and turns, some of which will be performed simultaneously by the players. After each turn, a check is made for each player to move forward on the Archaeological Succession Table (A.S.T.). Each step on this timeline represents a certain period of time in history reaching from the Stone Age. Advancement there will provide even more VPs. The winner will not necessarily be the first player to reach the end of the A.S.T. or the player with the highest number of cities or Civilization Advances, although these are the key factors in determining the winner.
Each civilization begins with a single population token, and every turn each player increases their population by adding tokens to each area they occupy. These tokens can be moved over the map board by land or (using ships) by sea. As each area has a population limit, a good strategic overview will give players advantage in occupying more and more areas. If a player manages to move sufficient tokens into an area, they can build a city there. These cities generate trade cards which will eventually lead to wealth. During trade sessions, players receive not only the commodities they need to complete sets; they might also receive calamities which will remove population or cities. Specific Civilization Advances will protect the players from natural or civic calamities. The development of these Civilization Advances is symbolized by turning in sets of trading goods, as the wealthier civilizations will acquire more Civilization Advances.
As civilizations develop, it will be harder for their rulers to find the right balance between future population growth, maintaining enough support for their cities, and increasing their treasury. If they cannot manage their token population, their cities might eventually revolt during the tax collection phase. The civilizations with the strongest economy traditionally score the highest.
A game of Mega Civilization can take 10-12 hours to complete. Players can also choose to play the beginner scenario — “The First Game” — which takes only 1-2 hours. Another scenario — “The Short Game” — provides the same excitement as the full game, although the game starts in a later age; by doing this, games can be played in “only” 6-8 hours.