"Mankind will reach maturity on the day it learns to value diversity—of life and ideas. To be different is not necessarily to be ugly; to have a different idea is not necessarily to be wrong. The worst thing that could happen is for all of us to look and think and act alike." Gene Roddenberry
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Long ago, the Reach thrived. But our ancestors failed us, and I fear we’re no better. As we wrestle over the galaxy’s edge, can we break the cycle? Can we build something new?
Arcs is a sharp sci-fi strategy game for 2–4 players, set in a dark yet silly universe. Ready yourself for dramatic twists and turns as you launch into this galactic struggle.
One of the most anticipated games of 2024
Seize the initiative: Take actions with multi-use cards. Copy the leader, pivot to new tactics, or take the initiative for next round. Timing is everything.
Declare ambitions: In each game, you define the objectives that everyone competes over to win.
Crush your foes: Amass your navy for battle, plan your strategy with three kinds of dice, then roll them all at once to resolve the battle in a flash.
The countdown begins and sudden deep roars cut through the air as all the cars leap away from their starting lines; the Grand Prix is underway. Dust and wind rush past your helmet as you enter the first corner. Pushing your engine to the limit, you almost spin out but tightening your grip on the steering wheel you slide through the corner apex still in first. You got this!
To stay at the front of the pack, you’ll need to push your car to the limit. Will your car endure the long straightaways or will your engine fail in the last curve because you’ve taken too much HEAT?
Based on simple and intuitive hand management, Heat: Pedal to the Metal puts you in the driver’s seat of intense car races. You are jockeying for position to cross the finish line first, while managing your car’s speed if you don’t want to overheat.
Learn to Play with an instructor ready to teach this simple yet fun game!
If you have never soldered before, this is the place to learn! You get a kit with the parts, then you build it at the soldering station. We will give you as much or as little assistance as you like - we never judge because we remember when we first learned to solder and we want this to be a fun and rewarding experience! You then get to show it off and take it home. If you have soldered before, this is the place to hone your skills with our more challenging kits. Build-A-Blinkie's mission is as a 501c3 organization dedicated to the teaching of STEM (Science, Technology, Engineering, Mathematics). We currently run many learn-how-to solder events in the Great Lakes area and are involved in numerous maker events, maker spaces, trade schools, libraries, universities, and area conventions. Fee for materials,
Create your own pendant, ornament, or mini paperweight, and then fuse it by placing it in the kiln for overnight firing. The number of participants is limited by space in the kiln, so stop in the Build-A-Blinkie room to sign up and schedule a time to coordinate/create with Teri. The Friday and Saturday cutoff is 8pm, as the kiln must run overnight (12 hours). Fee for materials.
Runequest was one of the early TTRPGs, debuting in the late 70's. It's a Bronze Age world with very personalized magicks, powerful monsters, an evil empire and much more. Players will be given pregenerated characters and a mystery to solve. Magic and combat in RQ can be *deadly* and anyone can get in a lucky shot that can kill even the most deadly fighter or monster, so beware! This D100 based system is easy to play and is built in one of the most well-developed fantasy worlds in all of gaming.
Run by Lee Darrow, who has been playing this system since the late 70's and who is also a certified hypnotist and professional magician.
The party is on an information-stealing mission when they learn hunters are after them. Who are these hunters? Who is hunted? Why are they after the party?
In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery.
Unable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.
In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.
Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.
After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points. If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.
Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.
If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...
Welcome to the exciting world of anime, right within your school’s halls! This panel is dedicated to guiding students in creating a school-based anime club. It’s a place where the stories, art, and culture of anime aren’t just watched, but experienced and shared. Whether you’re a seasoned anime aficionado or new to the scene, we’re here to help you build a club that becomes a cornerstone of school spirit and community.
Join Us! Take the first step in making your school a place where anime fans can thrive. Our panel will provide you with the knowledge and inspiration to start a club that’s all about celebrating anime and fostering friendships. Don’t miss out on the chance to create an anime haven at your school!
ON THE STROKE OF MIDNIGHT... During a hellish thunderstorm, a scream echoes through the sleepy town of Ravenswood Bluff. The townsfolk rush to investigate and find the beloved local storyteller has been murdered, their body hanging limp from the clocktower. As blood drips onto the cobblestones below, a realization slowly dawns… a demon has been unleashed, killing by night and taking on human form by day.
Can good find the demon in time? Or will evil overrun this once peaceful town?
Blood on the Clocktower is a game of murder and mystery, lies and logic, deduction and deception for five-to-twenty courageous players and one devious storyteller.
A social game played in person, seated in a circle, each player receives either a ‘good’ or ‘evil’ token with their unique character on it. Good players share information to solve the mystery whilst evil players lie about who they are and what they know. The good team wins if they can piece together their knowledge, trust each other, and execute the demon. The evil team wins if the demon can sow distrust, evade detection, and wipe out the village.
Game sessions are Dynamic, and Players may come and go as they please, as the length of each game is highly variable.
If arriving late, speak to the storyteller about getting into the game or waiting for the next one.
If you must leave early, please let your storyteller know ahead of time so they give you a special character.
Join us for a discussion and slide show focused on the early evolution and development of playing cards and tarot, and how they became the gaming systems known today.
ON THE STROKE OF MIDNIGHT... During a hellish thunderstorm, a scream echoes through the sleepy town of Ravenswood Bluff. The townsfolk rush to investigate and find the beloved local storyteller has been murdered, their body hanging limp from the clocktower. As blood drips onto the cobblestones below, a realization slowly dawns… a demon has been unleashed, killing by night and taking on human form by day.
Can good find the demon in time? Or will evil overrun this once peaceful town?
Blood on the Clocktower is a game of murder and mystery, lies and logic, deduction and deception for five-to-twenty courageous players and one devious storyteller.
A social game played in person, seated in a circle, each player receives either a ‘good’ or ‘evil’ token with their unique character on it. Good players share information to solve the mystery whilst evil players lie about who they are and what they know. The good team wins if they can piece together their knowledge, trust each other, and execute the demon. The evil team wins if the demon can sow distrust, evade detection, and wipe out the village.
Game sessions are Dynamic, and Players may come and go as they please, as the length of each game is highly variable.
If arriving late, speak to the storyteller about getting into the game or waiting for the next one.
If you must leave early, please let your storyteller know ahead of time so they give you a special character.