Playing Well with Others the Design and Development of a Cooperative Board Game

Total Page:16

File Type:pdf, Size:1020Kb

Playing Well with Others the Design and Development of a Cooperative Board Game Playing Well With Others The Design and Development of a Cooperative Board Game By Grant Chen 1 Playing Well With Others The Design and Development of a Cooperative Board Game Grant Chen Presented to: Prof. Nancy Noble in Partial Fulfillment of DAI 505 Research and Development Summer Semester 2009 Design & Industry Department College of Creative Arts San Francisco State University San Francisco, CA 94132 2 Descriptors Mechanics, Dynamics, Aesthetics, Game Design, Ludology, Cooperation, Fun, Systems, Board Game, Playtest, Meaningful Play, Players Abstract Although some board games for adults involve teams, many of the board games for children between the ages of 7 and 10 are focused entirely on competition with no attention given to cooperation. The purpose of this study was to develop a set of rules for a board game for children between the ages of 7 and 10 in which cooperation is a core theme of play. By creating such a game, a new and significant method of play can be brought to children, teach them how to work in a team, and expand their perception of what a game can be. This research paper was written to provide a comprehensive review of the design process of the game and the review of literature and other factors of decision-making that contributed to the final project. Research methods included book research, internet research, communication with a panel of experts, data collection from surveys, and a study of mechanics found in childrens’ games and coop- erative games and the behaviors and feelings that rise from interaction with the rule sets. 3 Table of Contents Chapter 1: An Introduction to the Problem .................................................7 1.1 Introduction .......................................................................................................7 1.2 Problem Statement ............................................................................................8 1.3 Purpose of the study .........................................................................................8 1.4 Significance of the Study ..................................................................................8 1.5 Assumptions ......................................................................................................9 1.6 Definition of Terms ............................................................................................9 1.7 The Parameters of the Problem..................................................................... 10 1.8 Parameters of the Design .............................................................................. 10 1.9 Sub-Problems ..................................................................................................11 1.10 Hypotheses ....................................................................................................11 1.11 Research Procedure ..................................................................................... 12 1.12 Chapter Summary ......................................................................................... 12 4 Chapter Two: Review of Related Literature ..............................................13 2.1 Introduction ..................................................................................................... 13 2.2 Surveys ............................................................................................................ 13 2.2.1. Survey Results ................................................................................. 15 2.3 Book Research................................................................................................ 20 2.5 E-mail Sent to Panel of Experts..................................................................... 23 2.6 Shelf Research ................................................................................................ 23 2.7 Comparative Analysis of Board Games for Children .................................. 23 2.7.1. Monopoly .......................................................................................... 24 2.7.2. Clue (1986 Edition)........................................................................... 26 2.8 Comparative Analysis of Cooperative Board Games .................................. 27 2.8.1 Pandemic ........................................................................................... 27 2.8.2 Shadows Over Camelot .................................................................... 29 2.9 Chapter Summary ........................................................................................... 30 5 Chapter Three: Process of Design and Playtesting .................................31 3.1 Introduction ..................................................................................................... 31 3.2 Problem Statement ......................................................................................... 31 3.3 Purpose of the Study ...................................................................................... 31 3.4 Rationale.......................................................................................................... 31 3.5 Parameters of the Design .............................................................................. 32 3.6 Importance of the Hypotheses ...................................................................... 32 3.7 Constants ........................................................................................................ 33 3.8 Initial Concepts ............................................................................................... 34 3.9 “The Pirate Game” .......................................................................................... 34 3.9.1.The Pirate Game Design Notes........................................................ 36 3.10 Formulating a New Idea ............................................................................... 39 3.11 Escape from Midnight Mansion ................................................................... 39 3.11.1. Design of Materials ........................................................................ 42 3.11.2. Playtesting ...................................................................................... 45 3.11.3 Construction of the Prototype ....................................................... 47 3.11.4. Escape from Midnight Mansion Design Notes ............................ 50 3.11.5. Escape from Midnight Mansion Card Notes ................................ 59 3.11.6. Escape from Midnight Mansion “Spreadsheet” Room Notes .... 65 3.11.7. Initial Prototype Photographs ....................................................... 68 3.11.8. Photograph of Final Design .......................................................... 69 3.12 Research Procedure ..................................................................................... 70 3.13 Chapter Summary ......................................................................................... 70 6 Chapter Four: Conclusion ..........................................................................71 4.1 Problem ........................................................................................................... 71 4.2 Purpose ........................................................................................................... 71 4.3 Hypotheses ..................................................................................................... 71 4.4 Findings ........................................................................................................... 72 4.5 Conclusion ...................................................................................................... 73 4.6 Recommendations.......................................................................................... 73 Bibliography .................................................................................................76 Appendix A : The Panel of Experts ............................................................80 Appendix B: Panel of Experts Resumes ..................................................81 Appendix C: List of Games Referenced ....................................................88 Appendix D: PERT and GANT Charts .......................................................98 Appendix E: The Current Game Rules ......................................................99 Appendix F: Game Pieces ........................................................................102 7 Chapter 1: An Introduction to the Problem 1.1 Introduction The field of game design is a relatively new discipline, in spite of the fact that games have been a part of human culture for a hundreds or thousands of years. In fact, it may even predate humanity (after all, most animals engage in some form of play). Individual works of art such as Chess and Go have been studied in great depth, and team sports have held a prominent place in culture since at least the Roman empire, but the broader field of game design had not been subjected to critical study until computer technology began to help push games into a context where they could be extremely profitable. With games now occupying a much more prominent position in the public eye, game design is beginning to develop its vocabulary and conventions which may help drive design towards more sophisticated concepts than those currently on the market. However, it still very much lacks a design vocabulary (Church). Terms such as “mechanic” have commonly accepted definitions, but without a large and established series of terms and gameplay
Recommended publications
  • Xbox Cheats Guide Ght´ Page 1 10/05/2004 007 Agent Under Fire
    Xbox Cheats Guide 007 Agent Under Fire Golden CH-6: Beat level 2 with 50,000 or more points Infinite missiles while in the car: Beat level 3 with 70,000 or more points Get Mp model - poseidon guard: Get 130000 points and all 007 medallions for level 11 Get regenerative armor: Get 130000 points for level 11 Get golden bullets: Get 120000 points for level 10 Get golden armor: Get 110000 points for level 9 Get MP weapon - calypso: Get 100000 points and all 007 medallions for level 8 Get rapid fire: Get 100000 points for level 8 Get MP model - carrier guard: Get 130000 points and all 007 medallions for level 12 Get unlimited ammo for golden gun: Get 130000 points on level 12 Get Mp weapon - Viper: Get 90000 points and all 007 medallions for level 6 Get Mp model - Guard: Get 90000 points and all 007 medallions for level 5 Mp modifier - full arsenal: Get 110000 points and all 007 medallions in level 9 Get golden clip: Get 90000 points for level 5 Get MP power up - Gravity boots: Get 70000 points and all 007 medallions for level 4 Get golden accuracy: Get 70000 points for level 4 Get mp model - Alpine Guard: Get 100000 points and all gold medallions for level 7 ghðtï Page 1 10/05/2004 Xbox Cheats Guide Get ( SWEET ) car Lotus Espirit: Get 100000 points for level 7 Get golden grenades: Get 90000 points for level 6 Get Mp model Stealth Bond: Get 70000 points and all gold medallions for level 3 Get Golden Gun mode for (MP): Get 50000 points and all 007 medallions for level 2 Get rocket manor ( MP ): Get 50000 points and all gold 007 medalions on first level Hidden Room: On the level Bad Diplomacy get to the second floor and go right when you get off the lift.
    [Show full text]
  • Mlb Slugfest 2003 Ps2 Cheats
    Mlb slugfest 2003 ps2 cheats GCN Cheats - MLB SlugFest This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for MLB SlugFest for. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for PlayStation 2 (PS2). MLB SlugFest For MLB Slugfest on the PlayStation 2, GameFAQs has 24 cheat codes and secrets. MLB Slugfest Cheats. MLB Slugfest Cheats. Xbox | Submitted by The are made Up No Contact Mode Left. PS2 | Submitted by Goofy. Get the latest MLB Slugfest cheats, codes, unlockables, hints, Easter eggs, glitches, tips, tricks, hacks, downloads, hints, guides, FAQs, walkthroughs, and. Get the latest MLB Slugfest cheats, codes, unlockables, hints, Easter eggs, Check PlayStation 2 cheats for this gameCheck Xbox cheats for this game. MLB Slugfest cheats, codes, walkthroughs, guides, FAQs and more for PlayStation 2. MLB Slugfest Playstation 2 Cheats: At the Match-Up screen, press Square, Triangle, and Circle to change the icons in the first, second, and third boxes. Midway's MLB Slugfest brings some good, clean fun back to a genre teeming with stodgy MLB Slugfest / PlayStation 2. The Good. For MLB Slugfest on the PlayStation 2, GameRankings has 24 cheat codes and secrets. Slugfest tops sales. MLB Slugfest Review: / Find all our MLB SlugFest Cheats for Xbox. Plus great forums We also have cheats for this game on: PlayStation 2 GameCube. Latest; Your Cheats. Playstation 2 (PS2) - MLB Slugfest Midnight Club 2 Cheat Codes, Cokemusic Cheats and The Sims Cheats For Ps2 from. MLB Slugfest Part 1. NdamukongSuhFan Loading Unsubscribe Game.
    [Show full text]
  • Major Developments in the Evolution of Tabletop Game Design
    Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game.
    [Show full text]
  • Exploring Anonymity in Cooperative Board Games
    Exploring Anonymity in Cooperative Board Games Jonas Linderoth University of Gothenburg Department of Education, Communication and Learning Box 300, 40530 GOTHENBURG, SWEDEN +46-31-7862172 [email protected] ABSTRACT This study was done as a part of a larger research project where the interest was on exploring if and how gameplay design could give informative principles to the design of educational activities. The researchers conducted a series of studies trying to map game mechanics that had the special quality of being inclusive, i.e., playable by a diverse group of players. This specific study focused on designing a cooperative board game with the goal of implementing anonymity as a game mechanic. Inspired by the gameplay design patterns methodology (Björk & Holopainen 2005a; 2005b; Holopainen & Björk 2008), mechanics from existing cooperative board games were extracted and analyzed in order to inform the design process. The results from prototyping and play testing indicated that it is possible to implement anonymous actions in cooperative board games and that this mechanic made rather unique forms of gameplay possible. These design patterns can be further developed in order to address inclusive educational practices. Keywords Inclusive education, board games, design based research, game mechanics, gameplay design patterns INTRODUCTION In 1994 UNESCO held a conference in Salamanca, Spain, addressing issues regarding children’s equal rights to education. Three hundred participants representing 92 governments and 25 international organizations came to the worldwide consensus that educational systems should be designed to acknowledge the wide diversity of children’s abilities and needs, and that this was best achieved by promoting inclusive education.
    [Show full text]
  • Finding Aid to the Sid Sackson Collection, 1867-2003
    Brian Sutton-Smith Library and Archives of Play Sid Sackson Collection Finding Aid to the Sid Sackson Collection, 1867-2003 Summary Information Title: Sid Sackson collection Creator: Sid Sackson (primary) ID: 2016.sackson Date: 1867-2003 (inclusive); 1960-1995 (bulk) Extent: 36 linear feet Language: The materials in this collection are primarily in English. There are some instances of additional languages, including German, French, Dutch, Italian, and Spanish; these are denoted in the Contents List section of this finding aid. Abstract: The Sid Sackson collection is a compilation of diaries, correspondence, notes, game descriptions, and publications created or used by Sid Sackson during his lengthy career in the toy and game industry. The bulk of the materials are from between 1960 and 1995. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open to research use by staff of The Strong and by users of its library and archives. Intellectual property rights to the donated materials are held by the Sackson heirs or assignees. Anyone who would like to develop and publish a game using the ideas found in the papers should contact Ms. Dale Friedman (624 Birch Avenue, River Vale, New Jersey, 07675) for permission. Custodial History: The Strong received the Sid Sackson collection in three separate donations: the first (Object ID 106.604) from Dale Friedman, Sid Sackson’s daughter, in May 2006; the second (Object ID 106.1637) from the Association of Game and Puzzle Collectors (AGPC) in August 2006; and the third (Object ID 115.2647) from Phil and Dale Friedman in October 2015.
    [Show full text]
  • Android Board Game Implementation Implementace Deskové Hry Pro Android
    VŠB – Technická univerzita Ostrava Fakulta elektrotechniky a informatiky Katedra informatiky Android Board Game Implementation Implementace deskové hry pro Android 2015 L’ubomír Sokolovský There is a lot of people that helped me in completion of this thesis. I would like to thank at least some of them. Ing. Martin Gajdiˇciarfor the original topic idea. Ing. Peter Chovanec for help with server administration. Mgr. Radka Švaˇnováfor grammar and vocabulary revision. All the testers that helped to make Eridian better. However, the most important thanks goes to Mgr. Ing. Michal Krumnikl PhD., my thesis supervisor. He is one of the few people who seem to know the answer to every question. Abstrakt Tahle práce se zamˇeˇrujena vytvoˇrenísady pravidel pro deskovou hru a jeji implementaci v aplikaci pro Android. Samotná implementace byla realizována pomocí .NET tech- nologií - Xamarin for Android a SignalR. Úsilí vyústilo ve funkˇcnídeskovou hru pro An- droid s možným budoucím rozšíˇrenímpro zaˇrízeníiOS a Windows Phone. V koneˇcném d ˚usledku,práce rozšiˇrujep ˚uvodnízamˇeˇrenío zkoumáním možností multiplatformového vývoje a komunikaˇcníhomodelu PUSH. Klícovᡠslova: desková hra, Android, Mono, Xamarin, SignalR, PUSH Abstract This thesis focuses on creating a set rules for a board game and implementing them in an Android application. The implementation was realized using .NET technologies - Xam- arin for Android and SignalR. The effort resulted in a working board game for Android with possible future extension for iOS and Windows Phone devices.
    [Show full text]
  • Sony Playstation 2
    Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits
    [Show full text]
  • 2016 Carnage Booklet For
    How to Get There Killington Grand Hotel 1 -800 -621 -MTNS 4763 Killington Road, Killington, VT 05751 http://www.killington.com Driving Directions from Major Cities: Killington Resort is located in central Vermont at the junction of US 4 and VT 100 North in Killington, 11 miles east of Rutland. BOSTON MA : 3 hours driving time. Take Interstate 93 to just south of Concord, NH Exit onto Interstate 89 north and follow to US 4 Rutland, Exit 1 in Vermont. Follow US 4 west to Killington. HARTFORD CT : 3 1/4 hours driving time. Follow Interstate 91 to north of Bellows Falls, VT. Take Exit 6 (Rutland) onto VT 103 and follow to VT 100. Take VT 100 north to US 4 and follow US 4 west to Killington. 4 3/4 hrs. from NY CITY (via Connecticut Turnpike): Connecticut Turnpike (Int. 95) to Int. 91 and then follow directions given under "Hartford." NY AND NJ AREAS (via NY Thruway): 5 hours driving time. NY Thruway to Exit 24 Albany. Take Northway (Int. 87) north to Fort Ann/Rutland Exit 20. Pick up NY 149 and follow east to US 4. Turn left on US 4 and follow east to Killington. MONTREAL: 3 1/2 hours driving time. Take Highway 10 east to Highway 35 south. Exit at Route 133 south and follow to Interstate 89 south. Exit Interstate 89 at Exit 3 in Bethel, VT and follow VT 107 west to VT 100 south to Killington. Killington Grand Resort Killington, VT November 4-6 2016 2 www.carnagecon.com Welcome Join us in Killington, Vermont for the 19th annual Carnage convention, a celebration of tabletop gaming.
    [Show full text]
  • Physical Vs Digital Tabletop Games
    Physical vs Digital Tabletop Games Andreas Larsson Jonas Ekblad Main field: Computer Science ​ Program: Game Development ​ Bachelor thesis 15 credits Spring 2020 Supervisor: José Maria Font Fernandez ​ Examiner: Alberto Enrique Alvarez Uribe ​ Final seminar: 1 June 2020 ​ 1 Physical vs Digital Tabletop Games Abstract This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that physical tabletop games have a higher rating than the digital versions in all key factors except in usability where the differences were miniscule. Games that rely on imperfect information offer a much higher social connectivity and engagement when it’s played around a table. Games relying on tile-placement offers a higher usability and engagement when played digitally due to the assistance provided by the game. Physical tabletop games are the preferred option of the two but the accessibility of the digital versions makes them remain relevant. 1. Introduction Tabletop games have been around for thousands of years [1] and are now at their peak [2]. Games like Talisman, Magic: The Gathering and other popular titles are showing up on the digital platform.
    [Show full text]
  • Nintendo and the Commodification of Nostalgia Steven Cuff University of Wisconsin-Milwaukee
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Wisconsin-Milwaukee University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations May 2017 Now You're Playing with Power: Nintendo and the Commodification of Nostalgia Steven Cuff University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Communication Technology and New Media Commons Recommended Citation Cuff, Steven, "Now You're Playing with Power: Nintendo and the Commodification of Nostalgia" (2017). Theses and Dissertations. 1459. https://dc.uwm.edu/etd/1459 This Thesis is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. NOW YOU’RE PLAYING POWER: NINTENTO AND THE COMMODIFICATION OF NOSTALGIA by Steve Cuff A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in Media Studies at The University of Wisconsin-Milwaukee May 2017 ABSTRACT NOW YOU’RE PLAYING WITH POWER: NINTENDO AND THE COMMODIFICATION OF NOSTALGIA by Steve Cuff The University of Wisconsin-Milwaukee, 2017 Under the Supervision of Professor Michael Z. Newman This thesis explores Nintendo’s past and present games and marketing, linking them to the broader trend of the commodification of nostalgia. The use of nostalgia by Nintendo is a key component of the company’s brand, fueling fandom and a compulsive drive to recapture the past. By making a significant investment in cultivating a generation of loyal fans, Nintendo positioned themselves to later capitalize on consumer nostalgia.
    [Show full text]
  • Translating Board Games: Towards the Translation of Apples to Apples®
    Masaryk University Faculty of Arts Department of English and American Studies English-language Translation Mgr. Gabriela Tomková Translating Board Games: Towards the Translation of Apples to Apples® Master’s Diploma Thesis Supervisor: Mgr. Renata Kamenická, Ph. D. 2014 I declare that I have worked on this thesis independently, using only the primary and secondary sources listed in the bibliography. …………………………………………….. Author’s signature Acknowledgement I would like to thank my supervisor, Mgr. Renata Kamenická, Ph.D., for bearing with my often unusual requests, and surviving the amount of text I overburdened her with. I am very grateful for her supportive attitude during the whole process and her invaluable comments. Without her encouragement, this topic would have never seen the light of day. Last but not least, I would very much like to thank Pavel Prachař, Michal Široký and Michal Šmíd for sharing their valuable thoughts with me and patiently answering all my questions; and to cauly, who made it possible. Table of Contents 1. INTRODUCTION TO BOARD GAMES ....................................................................................... 7 1.1. DEFINITION OF GAMES ............................................................................................................... 9 1.2. DEFINITION OF BOARD GAMES .................................................................................................. 11 1.3. CHARACTERISTICS OF BOARD GAMES .........................................................................................
    [Show full text]
  • Conquest Avalon Featuring Sactrek and Conquest Test Labs
    QUIPXOTIC NOTIONS PRESENTS CONQUEST AVALON FEATURING SACTREK AND CONQUEST TEST LABS NOVEMBER 17-19, 2017 CROWNE PLAZA SACRAMENTO Convention Rules Please have lots of fun. Be respectful of others. Keep an eye on your personal belongings. Get rest, lots of water, eat plenty of pizza, and practice good hygiene. Wear your name badge at all times, with your real, legal name on it. No real weapons. Even if it’s part of your costume. Follow all instructions of the staff. Be nice to everyone. Please. Hours of Operation of Various Services: Registration/Information Friday: 8am-9pm, Saturday: 8am-9pm, Sunday 8am-3pm Vendor Hall Saturday 9am - 6pm, Sunday 9am - 3pm Game library Friday 2pm - 11pm, Saturday 9am - 11pm, Sunday 9am - 3pm Paint & Take (Sponsored by Zombiesmith Miniatures) Saturday: 10am - 6pm, Sunday 10am - 3pm Flea Market (Terrace) Saturday 9pm - 10pm General Locations for Activities: Convention Headquarters - Front Lobby Registration Vendor Hall - Sycamore Ballroom Salon (Sat and Sun only) Open Gaming - Terrace (Fri/Sat/Sun) Miniatures Events - Terrace (Fri) Cherrywood (Sat/Sun) Role Playing Events - Terrace (Fri) Sequoia (Sat/Sun) Board/Card Game Events - Terrace (Fri) Cypress (Sat/Sun) WarGaming Events - Terrace (Fri) Cherrywood (Sat/Sun) SacTrek Seminars/Movies - Maple Room Paint ‘N Take - Sycamore Ballroom Salon (Sat/Sun) ConQuest Test Lab - Magnolia Room (Sat/Sun) Flea Market - Terrace (Sat 9pm) SacTrek Costume Contest and Mixer - Hotel Bar (Sat 9pm) Upcoming Conventions Pacificon CV - Jan 12-15, 2018 - Fresno ConQuest SAC - March 23-25, 2018 Pacificon Game Expo - Aug 31 - Sept 3, 2018 ConQuest Avalon - November 9 - 11, 2018 PacificonCV.com ConQuestSAC.com ConQuestAvalon.com PacificonGameExpo.com the galaxy.
    [Show full text]