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The post Gen Con 2026 (From a First-Timer’s Perspective) appeared first on G33K-HQ.
]]>However, Gen Con is big. Very big. Far too big for one person to cover everything, especially a first-time attendee who might not know everything to watch out for. As such, this report will not be a holistic coverage of the entire convention, but will instead focus on this writer’s personal experience.
With that said, let’s take a look at Gen Con 2026.

Gen Con is a huge tabletop gaming convention, founded in 1967 and going strong for over 50 years. While the con is technically held at the Indiana Convention Center, that’s selling it a bit short, as the convention center has several attached hotels, each of which also held rooms for games and panels.
Across the street, the convention continued at Victory Field, where the stadium was filled with tables and booths for even more games. Even non-connected hotels and the Indiana Repertory Theatre were used as part of the convention, spreading Gen Con across the downtown area. The airport, too, featured signs welcoming gamers to Gen Con, complete with tables for travelers to sit and play at.
The downtown location meant there were plenty of food options nearby, including restaurants and fast food options. However, the massive crowd size also meant that everywhere was crowded, and reservations were required for nearly any restaurant.
Even with multiple hotels, the rooms sold out quickly when they first became available. While more rooms were added later, they were on the more expensive side, so many attendees (myself included) relied on more remote hotels, AirBnBs, or just staying at a friend’s place nearby.
To say there’s a lot to do at Gen Con would also be an understatement. The 2026 event catalog had over 27,000 listed events, including panels, game demos, autograph sessions, live shows, and more. Attendees needed to register for events in advance by buying tickets on the convention website, which meant balancing both budgets and time to try and fit in all the events they wanted to do.
Prices varied wildly, with many panels and game demos being free, while in-demand activities like the True Dungeon could cost around $100. Badges were scanned before each event to verify registration and so the hosts could receive payment.
Knowing what events to look for in advance is also important. For instance, while I knew I wanted to attend the Gamers: Live events by Zombie Orpheus Entertainment and play in the D&D Adventurers League Epic, I didn’t know an author would be doing a book signing until it was too late to get tickets.
Given the sheer number of events, limited tickets per, and cost per ticket, it’s nearly impossible for anyone to get tickets to every single thing they’d want to do (much less fit it into their schedule). But with all the options available, it’s still easy to pack a day full of games and activities.
Gen Con has a massive vendor’s hall, filled with booths from some of the biggest names in tabletop gaming, growing and indie companies, artists, and more. Each day, the entryway was packed with a huge crowd waiting to be let inside, who would flood the hall as soon as the doors opened.
Beyond the doors, gaming companies and sellers had booths of all sizes set up, filled with rows upon rows of games, dice, supplies, and everything else a gamer could want. Companies like Games Workshop had entire stores set up in the hall, complete with statues of space marines, while others (like Slugfest Games, creators of Red Dragon Inn) held demos and gave out promo cards throughout the weekend.



Some lines looped around large booths, such as Asmodee and Ravensburg, whose high-demand items would sell out quickly each day. Other booths, such as Renegade Games, would hand out tickets so people could come back and buy items without needing to stand in line for hours. While many attendees were looking forward to the Dungeon Crawler Carl game, Gen Con gave them the chance to buy a Mordecai miniature and pin, as well as blind bags of dice, in advance of the RPG’s release.

Elsewhere in the dealers hall, artists and authors had rows set up for selling their creations. Many of the writers specialized in fantasy, such as Jim Zub, who wrote comics for both Dungeons & Dragons and Pathfinder, and is currently writing the Conan the Barbarian comics (check out our interview with him here).
Similarly, Drizzt Do’Urden’s creator, R.A. Salvatore was present (although I missed out on tickets to his autograph session) as were Dragonlance creators Margaret Weis and Tracy Hickman, who were doing signings of their latest novel.
Matt Dinniman, creator of Dungeon Crawler Carl, was also present, along with audiobook narrator Jeff Hays. Suffice to say, the popularity of the series made them both in high demand throughout the con.
The artist alley also contained incredible pieces by talented artists. Many of them have done artwork for Magic: The Gathering and were selling artist prints of their cards or signing cards players brought with them. Others were independent artists specializing in fantasy, science fiction, or other styles well suited for a gaming convention.
Even outside the dealers hall, several companies had entire rooms set aside for both selling their games and running demos. There were rooms for Daggerheart, the Marvel Multiverse RPG, and of course, Dungeon Crawler Carl (you might be sensing a pattern).


Plus, pin collectors could rejoice, as many booths had limited edition Gen Con pins for their games. Each one came with a ticket, and seven tickets could be redeemed at the Pin Bazaaar for a special prize. There was also pin trading, where attendees could, well, trade pins.
A common refrain I heard when preparing for Gen Con was: “bring an extra suitcase for all the games you’ll be buying.” Even though I tried to keep my purchases to a reasonable level, that advice still proved helpful, and the extra luggage was indeed necessary. (In my defense, I got a lot of freebies as well.)



Gen Con is dedicated to tabletop gaming. Of course there were plenty of games to play.
Name a game, and there was probably at least one instance of it on the schedule. This included RPGs of all sorts, board games, card games, and literally every other type of tabletop game you can imagine. Many of the games were held in a large gaming hall, while others had rooms set aside for them.



Magic: The Gathering, for instance, had a huge space inside the stadium for games, along with an early release of its Hobbit set. There was even an entire hallway absolutely filled with pinball machines, for the pinball wizards at the con.
While most of the games required advanced registration, there were also free play rooms and demos, where attendees could try to find an open seat to enjoy a game. However, in order to guarantee a chance to play, it’s best to register in advance.

For players who enjoy organized play, Pathfinder Society had a massive hall dedicated to its games. Dungeons & Dragons was in a slightly different position, as Wizards of the Coast has mostly offloaded its organized play systems, putting Baldman Games in charge of the new Legends of Greyhawk and all but abandoning Adventurers League.
If it weren’t for a group from Texas stepping up to run Adventurers League games at the con, there wouldn’t have been any at all. Thankfully, that group came through and hosted multiple games, including the multi-table Epic, Infernal Pursuits.
In addition to plenty of games, Gen Con also had no shortage of panels, shows, live plays, video screenings, and other entertainment. Panels featured talks from creators, influencers, and other key players in the gaming space, while live plays brought together entertainers to play games in front of a live crowd.
One of the biggest events was the D&D keynote, where Wizards of the Coast staff announced the future of Dungeons & Dragons, including its upcoming Universes Beyond crossovers. You can read all about it in our article here.
D&D also hosted several live plays, including their ongoing Dungeon Masters show, the dog charity game The Puppy Roll, and DM Roulette, where players would rotate characters and take turns being the dungeon master.
To the excitement of many, Twenty-Sided Tavern came to Gen Con this year. The show combines improv theater and D&D, with talented performers and guest stars playing out a game onstage, with input from audience votes and the randomness of dice rolls. It’s an absolutely hilarious show, and well worth seeing for any D&D fans who have the chance.

Additionally, Gen Con is home of the ENnie Awards, an awards show focused on tabletop games and RPGs. Nominees were chosen by a panel of judges, after which the winners were chosen via public voting. There were multiple categories focusing on gameplay, design, art, monster encounters, and more, making it a big event and an honor for all nominees. (Personally, I won a silver ENnie a few years ago, and was nominated once more after, but I didn’t make the cut this year.)
Among the shows, The Gamers: Live was an absolute must-see. The show, hosted by Zombie Orpheus Entertainment (ZOE), was an improvisational game where the audience would choose ridiculous character concepts for the players, who would quickly switch between their in-game and out-of-game roles at the ring of a bell. Certain audience members could also step in as NPCs or roll dice for the performers, adding to the audience participation.


ZOE also had several other shows throughout the weekend, such as “I’ll Allow It,” where they played Savage Worlds with the rule that the DM has to allow any nonsense the players/performers came up with while integrating random props from the audience. They also had a screening of the long-awaited JourneyQuest season 4, and a panel for their latest series, Incognita’s Infamous Adventures.
Even just walking down the halls, attendees could enjoy shows from musicians, jugglers, and other performers. All that is just a fraction of the shows and panels Gen Con had to offer.



Yes, there’s even more. Along with the games, panels, and shows, there were plenty of other activities that could be enjoyed at Gen Con.
As mentioned, True Dungeon presented a unique dungeon crawl opportunity for attendees (although it was both expensive and in high demand, so I didn’t get to experience it myself). Some areas had large spaces set up for life-sized games, complete with remote controlled robots or cosplayers as the game pieces.
Games Workshop brought Warhammer: Kill Team to life with indoors laser tag, where players would take the side of either the Imperium or the Orks to try and claim objectives.
There was even a paint and take table, where attendees could rest their feet and paint a free miniature. For the more skilled painters, there was a speed painting contest, as well as a painting competition where entrants showed off their best work – and their best was insanely impressive.



However, one of the best interactive experiences came from Dungeons & Dragons, which turned the Indiana Repertory Theater into the D&D Tower. Not only did that host shows like Twenty-Sided Tavern and the Keynote, but the top floor was transformed into the D&D Carnival.



This interactive area, based on the Witchlight Carnival from “The Wild Beyond the Witchlight,” presented players with a series of six challenges, each testing a different D&D skill. They had a ring toss for dexterity (the most difficult of the challenges by far), trivia for intelligence, a poisoned wine game for charisma, and so on.

All attendees also received rewards for clearing their games, and while clearing everything was not strictly necessary, it was certainly fun.
The entire area was set up to look and feel like an outdoors carnival, complete with fake grass, lights mimicking starlight, and circus tents set up all around. All the while, performers in costume would entertain the attendees as fey creatures and carnival performers. It was an event not to be missed by any D&D fans.
D&D also offered Dungeon Dare, a 45 minute dungeon crawl designed to kill characters as quickly as possible. Personally, I enjoy a good death dungeon, as long as it’s well-designed and provides proper challenges for both players and characters.
Unfortunately, Dungeon Dare fell a bit short there, as it’s designed to be a meat grinder that throws players into each room, gives them no information for finding or disarming the traps, and set the skill check DCs at far too high for the characters’ levels, just to artificially inflate the difficulty.

Dungeon Dare was also designed to showcase the new class features in the upcoming Arcana Unleashed book, but none of the challenges were relevant to the new abilities. While the pregenerated characters used the new subclasses, none of their features were helpful for clearing the dungeon, if they ever came up at all. The characters were also given magic items, but none of the traps or challenges required (or could even be affected by) the items at all.
Update 8/6: After hearing feedback from other players and DMs, the issue is not with the dungeon as designed, but with the specific DM that was running the table I was at. Other players have reported a much more positive Dungeon Dare experience with different DMs.
With that said, it was still possible for players to approach the dungeon as a team and with some good planning to reach the final room (although in every case, the 45 minute timer would still kill them before they could reach the end). But if you go in to the Dungeon Dare knowing it’s not meant to be won, and want to see how far you can get before dying, it’s still perfectly fine.
The D&D festivities culminated in a drone show, highlighting iconography and major characters from the game:
Where there is a convention, there will be cosplayers, and Gen Con is no exception. Attendees showed up in a variety of cosplays, including characters from fantasy series, roleplaying games, video games, anime, and more. There was no need to strictly adhere to the gaming theme, as an attendee dressed as an anime character was just as welcome as one dressed as their D&D character.






Outside the vendor’s hall, several large backdrops gave cosplayers a place to stand for photos. While walking by, one could see cosplayers chilling for photographers or meeting up with other cosplayers from the same series. And while cosplay gatherings weren’t as common there as one might see at a convention like Fanime, there were still a few meetups.



This year, there was one franchise that undoubtedly had the most cosplayers: Dungeon Crawler Carl. The book series has become a major hit, and with both a tabletop RPG and board game coming out in the coming months, it fit right in at Gen Con. As such, there was no shortage of cosplayers in white boxers with polka dot hearts or wearing cat ears and a tiara, along with plenty of fan-favorite side characters.
All this is only the tip of the iceberg that is the Gen Con experience. I spent the entire weekend going between games, shows, events, and activities, and only barely scratched the surface of everything the con had to offer.

For instance, Gen Con attendees spent the weekend building multiple massive card towers. On Saturday night, they threw quarters at the towers to bring them down, with attendees bidding for the right to make the first throw. All proceeds, both from the bid and the quarters, went to charity.
Or how about the film festival? Or the scavenger hunts? Or card game tournaments? There was so much I didn’t get to experience, not to mention things I don’t even know I missed, that it hardly seems fair to write an article where I can barely cover a fraction of what the con had to offer.
I guess I’ll have to go back some time so I can experience the rest.
There are some conventions that must be experienced at least once. Gen Con is one such convention. Fans of tabletop games of all sorts will have more than plenty to do there, and even the most tightly packed and planned schedule will still not be enough to experience everything.

Yes, as reports have said, there was a tornado alert during the con, and yes, it did result in some flooding in the halls, but the tornado never touched the convention and the attendees were all safe. Indiana locals at the con assured out of town attendees that it was nothing to be worried about, and they were right.
Gen Con was big, crowded, busy, expensive, and at times overwhelming. Those who hate crowds will certainly be uncomfortable there. But it was also an amazing experience, and for a first-timer like myself, I hope to be able to go again with a little more knowledge and preparation.
Next time, I won’t miss out on those autograph sessions.






The post Gen Con 2026 (From a First-Timer’s Perspective) appeared first on G33K-HQ.
]]>The post DIE RPG Launches “Metadungeon” Crowdfunding Campaign appeared first on G33K-HQ.
]]>

DIE: The Roleplaying Game is a tabletop roleplaying game based on the comic “DIE,” written by Kieron Gillen and illustrated by Stephanie Hans (as well as a G33k-HQ Comic of the Week pick). In the comic, players are trapped in the twenty-sided world of the tabletop game, where they confront manifestations of their traumas, struggles, and the very concepts of fantasy and gaming.
The RPG, published by Rowan, Rook and Decard, is a unique take on the genre, as players take the roles of regular people (Personas) and the RPG roles they get isekai’d into (Paragons). Like with the comic, the characters don’t just face monsters, but also metaphors for their personal issues, divergences from common fantasy tropes, and the horrors of being trapped in another world where everything is a game of survival.

The game won the 2024 Origins Awards’ Best Role-playing Game Core Product, as well as the 2024 PLAY Modena RPG Magnifico Award.
DIE: The Roleplaying Game primarily uses a d6 system, but each class also has its own special die for their special abilities. The classes include unique options and twists on classic archetypes, like the Godbinder (who bargains and haggles with the gods, rather than drawing on their powers through worship) or the Fool (a classic “idiot hero” archetype whose strength relies on reckless abandon and overconfidence, but for whom seriousness is a death sentence). You can check out the DIE RPG Quickstart here.
The Metadungeon is a massive dungeon, but instead of featuring multiple levels filled with traps and monsters, it takes players “through fifty years of TTRPG history, from its birth to its glorious present.” It will explore the tropes and trends of past editions of classic tabletop games, with the levels evolving with the changes over time.

The Backerkit describes the DIE Metadungeon as “part history field trip, part punishing gauntlet, part nightmare hellscape made of your own desires and part lovingly-created Saw trap intended to teach you once and for all what THAC0 means.” It promises literal edition wars and tributes to every era of gaming, packing 50 years of history into six dungeon levels and special rules for each era.
The Metadungeon is written by Gareth Ryder-Hanrahan, whose background includes writing for games like Adventures in Middle-Earth, Trail of Cthulhu, and Delta Green. “DIE” author Kieron Gillen will also play a key role in the book, ensuring it stays true to his world and contributing his own sub-level to the Metadungeon.
“DIE” artist Stephanie Hans has illustrated the cover, with artists Rick Hershey, Sar Cousins, and Saga Mackenzie handling the interior artwork and maps. The campaign promises that the artwork for each chapter will match the era of the game, channeling the style and aesthetic from each edition.
Pledge Levels begin at £20 (or around $26) for the digital edition, with higher pledge levels for physical books, special edition hardcovers, and boxed sets. At the highest price pledge level, backers can get the DIE RPG boxed set, Core Rulebook, GM Screen, three scenario books, and more. Add-ons include scenario books, player aids, and two different dice sets (one standard red and black resin, one glass and obsidian).
The campaign has already reached its initial goal and unlocked its first Stretch Goal to have Kieron write a dungeon level. Stretch goals beyond that have not yet been revealed, but will likely be reached soon.
The campaign runs until May 1, and the Metadungeon is estimated to be completed and ship by 2028. You can check it out for yourself on Backerkit here.
The post DIE RPG Launches “Metadungeon” Crowdfunding Campaign appeared first on G33K-HQ.
]]>The post DunDraCon 2026: Good Games All Around appeared first on G33K-HQ.
]]>So without further ado, let’s take a look at this year’s DunDraCon, explore all that it had to offer, and see how it played out.

DunDraCon 49 continued the convention’s streak of staying in the Santa Clara Marriott, which has remained an excellent location. The hotel is large enough to hold multiple game rooms of all sizes, including smaller hotel rooms for individual game sessions, and could fit the attendees nicely. Check-in and check-out were both quick and painless, so attendees could drop off their bags and get to gaming quickly.
Attendees could dine at the hotel’s bar or restaurant, although that did mean having to choose between hotel prices and convention quality. Fortunately, there were also plenty of options within an easy walking distance, including bagels, Mexican food, ramen, and pizza, with even more options a short drive away. (Driving was an easy option, since the convention had a special parking price of $5 per day, with in-and-out privileges for hotel guests.)

Of course, people don’t go to DunDraCon just for the location – they go for the games! Suffice to say, there were plenty of options for all gamers, whether they were looking for a pickup game of Magic: The Gathering or wanted to get fully in-character for a LARP.
DDC featured a large assortment of scheduled games throughout the weekend, starting as early as 8 AM and running late into the night. Players could sign up for these games in advance online, but if any spots remained open during the con, they could try to grab one while there. These scheduled games included a wide variety of RPGs (plenty of Dungeons & Dragons and Pathfinder, of course, but also newer systems like DIE, Daggerheart, and Draw Steel), as well as board games like Wingspan, Red Dragon Inn, and even Trogdor: The Board Game.
Speaking of RPGs, Pathfinder Society was back with organized play for Paizo’s RPGs. They hosted multiple tables throughout the weekend, covering several levels of play, including a five-hour multi-table game on Saturday night. Organized play is a fun opportunity for players to bring their characters across conventions and stores, and many familiar faces continue to reunite for more adventures year after year. (There was still no Dungeons & Dragons Adventurers League at DDC, but that’s been the case for a while now.)



Some of the biggest games were Live-Action Role Playing games (LARPs), which filled large rooms to bring players through an interactive adventure. Many LARPers showed up in costume for their games, while other players experienced LARPing for the first time. The convention had a table where players could sign up for open spots in upcoming LARPs, complete with a useful flier explaining the system of hand signs players could use to signal comfort levels during the game.
Although when we talk about “big” games, that’s where the Miniatures Room came in. Players waged war with large-scale sets and tables, featuring detailed miniatures and impressive set pieces. The game pieces may technically be “miniatures,” but the games were anything but that.


Of course, players didn’t necessarily need to sign up in advance to enjoy a game, because there were multiple Free Play rooms. Players could go there with a group and grab a free table, or look for a “Players Wanted” flag to learn a new game.
Attendees didn’t even need to bring their own games, as DunDraCon’s game library featured an extensive assortment of options for all ages.

Players could even provide playtesting and feedback for games in progress in the Protospiel room. There, up-and-coming game designers were showing off their newest works, receiving valuable feedback while letting players try a game they’ve almost certainly never seen before. The Protospiel room was always a popular draw and is a great resource for game developers looking to reach players and see how their games work with a large and varied group of gamers.

Even walking down the halls, it was impossible not to see games in action. Some players took tables in the lobby to relax with casual games, while other halls had rows of tables set up for massive Dice Throne tournaments.
No matter what type of game you were looking for, DunDraCon had it.
If attendees wanted to sit down and take a break from gaming, they could always check out seminars. These panels covered a wide range of topics, including a “Storytelling for Games” workshop, a presentation on “Diversity, Equity, and Inclusion in the Context of Tabletop Gaming,” and plenty of War College presentations that blended real world history and war game design.

The panels were hosted by experienced presenters, making them informative and entertaining experiences. Some delved into topics people don’t normally associate with games, like the criminal justice system, while others were hands-on workshops for embroidering or designing terrain.
DunDraCon’s Miniature Painting Room has, for several years, been a great place for attendees to sit, chat, make new friends, and paint free miniatures. This year was no exception, as the Painting Room remains one of the best parts of the con (in this writer’s opinion, sure, but it’s a commonly shared one).


The Painting Room featured rows of tables and chairs and a Paint ‘n’ Take table, so attendees could grab a free miniature and some paint, then get to painting. The staff was always welcoming, friendly, and eager to help new painters learn some tricks, so the room remained full for most of the weekend.

Saturday and Sunday also featured painting contests. Participants had until 5 PM to paint a miniature to the best of their abilities, and convention attendees could vote on their favorites, with the winners getting little 3D-printed dragons to commemorate their wins. The contests showcased some amazing miniatures from attendees, and the level of competition has only improved with each passing year.
(Full disclosure: I spent a lot of time in the painting room, and only barely managed to maintain my streak of taking home a tiny dragon by tying for third place once. Clearly, I need to up my game for next year.)
If there’s one thing tabletop gamers like as much as their games, it’s medieval weapons and getting to whack friends with foam swords. (I’m pretty sure that’s a proven fact, though I can’t point you to any studies on it.) Well, DunDraCon had that as well.
The convention featured fighting demonstrations by Amtgard and The Society for Creative Anachronism. Attendees could check out their display room to see armor and clothing, try their hand at leatherwork, or see people bop each other with foam weapons for a bit.


Or, for those looking for a cracking good time (that’s a horrible pun, and I apologize), Randy Bartlett brought his 20+ years of whip experience to the convention with demonstrations and lessons throughout the weekend.
Of course, DunDraCon is a convention, and for many that means shopping. DDC’s Dealer’s Hall was packed with booths, including nearby game stores and vendors, artists, and even local game designers. Attendees could buy 3D printed figurines, discounted games, RPG supplies, jewelry, and of course, tons of dice (because we all love pretty math rocks that go clickety-clack).


Additionally, the Games Auction was an exciting chance to buy and sell games, where attendees bid on donated games. On Monday morning, attendees could sell and buy their well-loved games at the Bazaar. There, lucky attendees could find hidden treasure and out-of-print games, while sellers could find new homes for old favorites.


Or, if you’d rather not pay for anything, the Freecycle table was constantly filled with games that attendees dropped off to rehome.

DunDraCon didn’t stop there, as there was plenty more to see and do. Other attractions included:
President’s Day and Valentine’s Day may have fallen on the same weekend, but for DunDraCon attendees, those days meant little. The convention weekend was filled with games of all sorts, providing no shortage of fun for all. Whether you’re there for gaming, shopping, seminars, or hours of painting miniatures, DunDraCon remains a great way for tabletop gamers to meet, play, and enjoy a nice, long weekend of fun.

The post DunDraCon 2026: Good Games All Around appeared first on G33K-HQ.
]]>The post Game On at KublaCon Fall 2025 appeared first on G33K-HQ.
]]>Veteran’s Day weekend was a busy time for convention goers around the Bay Area, many of whom had to choose between KublaCon, YumeCon, and Anime Destiny. For tabletop gamers, however, there was one clear choice. So, let’s see how KublaCon Fall 2025 went, and what made it stand out…

KublaCon is a convention for all things tabletop, and its activities reflected that. Right from the registration area, there were tables set up with games to play, including game demos and giveaways hosted by The Hungry Gamer.


A few steps from there lead into the gaming hall, which was packed full of tables for attendees to sit down and enjoy any number of games. KublaCon had a large library of games to rent, so there was no shortage of options.
The upstairs level was just as packed, with even more tables filled with attendees. In another room, tables were placed together for large-scale miniature games, complete with massive diorama sets.


KublaCon Fall attendees could sign up for games in advance on the convention’s website to reserve a seat for scheduled games, like Blood on the Clocktower, Dungeon Crawl Classics, or the Monty Python RPG, or tournaments for games like Red Dragon Inn or a Magic: The Gathering Chaos Draft. Most of these were held in dedicated gaming rooms, so attendees could focus on their games without too many distractions.

While the schedule wasn’t packed full of panels, there were a few seminars on the schedule, covering topics like “Queer-Friendly Gaming” and “The State of the Game Industry.”
Next to the gaming hall, attendees could visit the Painting Room to sit down and paint some miniatures. The convention offered free minis (mostly 3D printed) that attendees could take, or they could bring their own minis and paint in time for their next game.
For fans of role-playing games, KublaCon Fall had D&D Adventurers League and Pathfinder Society games running throughout the weekend. These are the Organized Play systems for Dungeons & Dragons and Pathfinder, so attendees could show up with long-time characters ready for another adventure, or grab pre-generated characters to join in a game.

The convention was also very generous to its RPG Game Masters, giving each of them a free Tenfold Dungeon 3D map as thanks for running games. (That’s a good way to ensure GMs keep coming back.)
In short: KublaCon Fall had nonstop gaming throughout the weekend, so there was never a lack of things to do.
For attendees looking to buy new games or gaming accessories, KublaCon Fall included a Dealer’s Hall. There, booths from independent artists, local game stores, and other sellers provided plenty of shopping opportunities, with everything from cards to RPG books to 3D printed minis, and even nerdy car decals.


There was also the flea market, where attendees could buy and sell gently-played games, books, miniatures, and accessories. Game flea markets are always a great opportunity to nab some out of print or hard to find games or find a new home for games taking up space, and attendees made good use of the opportunity.
While 2024’s KublaCon Fall was held in the Santa Clara Hyatt Regency, the main KublaCon (or Kubla Prime, as attendees referred to it) is typically held in the SFO Hyatt in Burlingame (the same location as GobbleCon). This year, KublaCon Fall returned there as well, making full use of the hotel’s conference rooms and halls to fill it full of gaming.

Well, almost every room; one was closed off for “Somatic Experience Training.”
The hotel was spacious enough to fit the convention nicely, with plenty of rooms for games of every size. The attached restaurant had plenty of food options (at hotel prices, of course), and while there were fewer local options than at the Santa Clara location, the Max’s of Burlingame restaurant was a short walk away.
Still, the SFO Hyatt is a familiar location for KublaCon attendees, and it continues to meet their needs nicely.
KublaCon Fall proved to be a big hit in 2024, and the 2025 show carried that on. The location was familiar to attendees of previous KublaCon and GobbleCon events, and it was a fine venue for a weekend of gaming.While the convention ran for four days, many attendees still took Friday and Monday off of work to get the most out of the con, and those who did rarely ran out of things to do.
While the convention is still smaller than Kubla Prime, it’s quickly growing and is likely to match it in size soon. For anyone who enjoys board games, tabletop games, and role-playing games, KublaCon Fall made for a great convention weekend.

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]]>The post Magi-Nation TCG Kickstarts its Return appeared first on G33K-HQ.
]]>Now, the card game is returning to print its unreleased set, “Traitor’s Reach,” in a new Kickstarter campaign.

The Magi-Nation series is set in a world called the Moonlands, where spellcasters called Magi summon Dream Creatures to do battle. The Moonlands is divided into several regions, each with their own unique playstyle and environment, including the Core, where the Shadow Magi plot their dark machinations.
As the Magi-Nation storyline developed, so did the cards. Players could read narrative chapters on the Magi-Nation website that introduced new characters, built new threats, and developed the world, and new cards were released to reflect the story developments.

When the game reached its early end, the forest region of Naroom was just freed from the Shadow Magi that conquered it, but said Shadow Magi had escaped to the mountains of Kybar’s Teeth to prepare a new counter. At the same time, a strange invader from beyond the Moonlands arrived, setting up a storyline that would never see its completion. The “Traitor’s Reach” set was designed to follow up on the battle for Naroom, while developing the stories in the other regions, such as the growing conflict between the aquatic region of Orothe and the fiery Cald.

Along with the card game, there was a video game for the Game Boy Color, as well as an animated series from Cookie Jar entertainment (which received mixed reviews from the fan base). Both the game and show featured a protagonist named Tony Jones, who’s pulled from our world into the Moonlands (although that is about all the two had in common).
This new Kickstarter campaign is made through a partnership with 2I LLC (the original creators of Magi-Nation) and Arcanist’s Armory. The goal is to print the unreleased “Traitor’s Reach” set in a series of pre-constructed decks, one for each region. It also includes new promo cards, featuring artwork from new and returning artists.

Each region will be unlocked at different goals, starting with the initial funding at $10,000, with a new region unlocking every $5,000. With 13 regions in all, the campaign will unlock every region when it hits $70,000. Backers themselves will want to choose whether they pledge for the full amount upfront or if they want to increase their pledges as more regions are unlocked.
All backers will also receive a six-sided die with the image of a Weebo (a mushroom-like Dream Creature) printed on it, and a special promo called “Tony, Returned.” This new promo card features Tony Jones returning to the Moonlands after 20 years.
The Kickstarter has already reached its initial goal of $10,000, and as of this writing has cleared the $50,000 mark, putting it at nine regions so far.
The campaign also includes several add-ons, including foil cards, pins, dice, promotional reprints of older cards with new artwork, posters, playmats, and more. Stretch goals include additional foil cards, art giveaways, and a Magi-Nation TTRPG. At its highest stretch goal, the team will research ways to bring the Magi-Nation video game back to virtual consoles. At the highest tiers, backers can design their own cards or dice.



The Kickstarter campaign will run until March 31st. You can check it out and back it for yourself on Kickstarter here.
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]]>The post DunDraCon 47 Brings Four Days of Gaming to the Bay Area appeared first on G33K-HQ.
]]>DunDraCon was held at the Santa Clara Marriott, utilizing the hotel space nicely. The largest rooms were set aside for shopping, open gaming, and similar large-scale events, while smaller rooms were set aside for individual games throughout the weekend. That allowed players to gather in a nice quiet room for their scheduled game sessions without fear of being interrupted or drowned out by background noise, and let players focus without disruption.
The hotel itself offered a decent variety of food options, from the hotel restaurant to daily buffets. Of course, those were all sold at typical hotel prices, so it wasn’t the cheapest. However, a row of restaurant options was just a short walk away, so attendees could grab a bagel, pizza, or burrito at far more reasonable prices.
Additionally, the Marriott had plentiful parking space and enough rooms for all attendees. Many who had attended the con before it moved to Santa Clara still have painful memories of struggling to find parking at any point in the day, but that was no longer an issue.
Obviously, the biggest draw of DunDraCon was the gaming, and there were plenty of options. Attendees could schedule games in advance, which others could sign up for online. There was a wide variety of games, including several RPG systems and in-depth strategy board games, as well as LARP sessions where players could take on the role of characters and act through their adventures.
However, even those who didn’t sign up in advance could still find plenty to do. Several open gaming areas were set up so attendees could grab a game, grab a seat, and find players to befriend. The convention also offered a hefty game library with a nice assortment of options.



For attendees more interested in large-scale miniature games, there was an entire room dedicated to it. These often featured large diorama bases with detailed terrain, covered in hand-painted miniatures engaging in skirmishes, battles, and tests of ingenuity.



For younger gamers, there was a Children’s Room set up. This featured plenty of games designed for a younger audience, which they could pick up and learn under the guidance of staff members.
Those who wanted to try out new games before they hit the shelves (or demonstrate their upcoming games) could go to the Protospiel Room, where local game designers were running playtests and demos all weekend. Protospiel is an exciting opportunity to try out games while they’re still works in progress and provide feedback, and the room also offered raffle tickets to everyone who participated.



However, there was one very noticeable absence this DunDraCon: the lack of D&D or Pathfinder “organized play” games. Previous years would host both Dungeons & Dragons Adventurers League and Pathfinder Society games, and while last year only had Pathfinder, both were absent this time around. While there were rumors that the groups organizing those games disbanded, those were proven false by the local Adventurers League community hosting their own offsite event, with the organizers explaining that they left the con due to certain disputes.
While attendees interested in tabletop RPGs could still sign up for sessions hosted by other attendees, or run their own games, the organized play environment and the players that came with it were still missed. Many are hoping that the organizers will be able to come to an arrangement next year.
While there were plenty of games to play, there were just as many to buy. DunDraCon’s Dealer’s Hall gave local vendors and artists a place to sell their goods, and there was no shortage of options. Several booths sold discounted games, while others offered handmade goods, artwork commissions, homemade dice, and more. Many an attendee left the hall with their wallets lighter and bags much heavier.


Attendees could even find hidden gems for free on the convention’s Freecycle Table. People could drop off games they no longer wanted there for others to pick up, and the offerings rotated significantly throughout the weekend as attendees snagged free games or left their own.

On Monday, DunDraCon held its Bazaar, where attendees could sell their old games and goods. The room was filled with shoppers looking for a great deal on well-loved games, helping the convention weekend end on a high note.
Throughout the weekend, DunDraCon was host to an array of seminars, covering everything from wargame history to RPG horror stories. As 2024 celebrates the 50th anniversary of Dungeons & Dragons, there were plenty of D&D-themed panels, including “50 Years of Dungeons & Dragons” and the “PlunderQuest Dungeon Grinder Game Show,” which also gave away D&D books as players introduced their characters only to meet a hilariously gruesome death.

Other seminars covered important topics, such as “Diversity, Equity, and Inclusion in the Context of Tabletop Gaming,” or provided advice on designing and running games or adventures. In short, there were plenty of panels for all to enjoy.
Several seminars also fell under the “War College” banner, focusing on not only wargames but real world and potential conflicts. While some of these were more sensitive subjects, such as the ongoing war in Ukraine, they were still engaging and informative sessions.
Additionally, Amtgard and the Society for Creative Anachronism (SCA) were also present, featuring workshops, discussions, and combat demonstrations throughout the weekend. These included fencing, whips, and similar demonstrations for interested attendees.


Arguably one of the most popular rooms throughout the weekend was the Miniature Painting Room. Attendees could stop by, pick up a free miniature, and start painting. The room’s organizers were enthusiastic, friendly, and helpful from the moment the doors opened to the time the convention ended, making it a welcome environment for painters of all skill levels.

On Saturday and Sunday, the Miniature Painting Room hosted all-day speed painting contests. Interested attendees had until 5 PM each day to start and finish painting a miniature, and all competition pieces were put on display for attendees to vote on. Beginners and experienced painters alike were encouraged to compete in their categories, and several amazing miniatures won prizes. (Full disclosure: this reporter also entered on Saturday and ended up placing in the advanced category.)

This was a year of many changes for DunDraCon, including an overhaul of its volunteer system. However, the convention remains a fun and exciting event for gamers of all ages, experience levels, and favorite games. There was no shortage of games to enjoy, shopping to do, and miniatures to paint, and anyone walking the halls could see plenty of attendees enjoying themselves.
(The lack of D&D Adventurers League and Pathfinder Society was a notable omission, but hopefully it will work out for future conventions. After all, it feels odd to have a DunDraCon without the DUNgeons or DRAgons.)
So as the long weekend came to a close, DunDraCon attendees returned to their homes with new games, new miniatures, and new memories of a weekend well-spent.

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]]>The post Disney Lorcana Chapter 2 Announced appeared first on G33K-HQ.
]]>Chapter 1 Reprint:
Disney Lorcana TCG fans, we want to share the steps we've been working on to get more product into the market to meet demand. pic.twitter.com/MsNPq8P8Al
— Disney Lorcana (@DisneyLorcana) August 31, 2023

A magical flood of ink is unleashed from the Great Illuminary and sets the stage for the next chapter of Disney Lorcana TCG.
— Disney Lorcana (@DisneyLorcana) September 12, 2023
Follow the link for a first look: https://t.co/bwOmHthlgw#DisneyLorcana #TCG #RiseOfTheFloodborn pic.twitter.com/XVm7F5vZBh
As an Illumineer, you’ll wield six magical inks to summon glimmers of Disney characters. Glimmers can appear as familiar friends or in fantastically reimagined forms. Recruit glimmers to your team as you travel through the realm of Lorcana.
The Disney Lorcana: Rise of the Floodborn trading card game will be available at Hobby Stores and Disney Parks on November 17th and on Mass retailers and shopDisney on December 1.

To play the Disney Lorcana TCG, each player will need a deck of sixty cards. Ready-to-play starter decks contain a preconstructed deck with a specific card list. If you’re new to trading card games, or if you want to experience the game with a deck designed and tested by Team Lorcana, this is a good place to start.
Each starter deck includes:

Unlike starter decks, booster packs contain twelve random cards from Disney Lorcana: Rise of the Floodborn. Use booster packs to build and customize your deck with abilities and characters beyond those found in starter decks.
Each booster contains twelve randomized cards:

For a century, animators at Walt Disney Animation Studios have used ink to create magical characters and stories. Their work inspired the creation of Disney Lorcana and is celebrated in this Disney 100 Collector’s Set, which includes 6 stunning foil alternate art cards from Disney Lorcana: The First Chapter TCG, illustrated by Disney animators. These alternate art cards are available only as part of this limited Collector’s Set, which also includes 4 booster packs from Disney Lorcana: Rise of the Floodborn.
The gift set will include:

The ultimate treasure for both collectors and players, the Illumineer’s Trove includes a full-art storage box, two deck boxes, eight booster packs, a player’s guide, and more.
The player’s guide offers a look into the realm of Lorcana as well as a complete visual guide to all cards in Disney Lorcana: The First Chapter. Also included are deckbuilding tips and game strategies.
The Illumineer’s Trove includes:
Protect your collection from wear and tear with card sleeves, deck boxes, and playmats
Card Sleeves
Each pack contains 65 matte-finish card sleeves featuring a Disney Lorcana TCG glimmer. The characters featured will be Sisu and Mulan.
Deck Boxes
Each deck box can hold up to 80 sleeved cards. These Disney Lorcana TCG deck boxes will feature the same Sisu and Mulan art as the card sleeves.
Playmats
Each playmat features striking artwork of Disney characters. A fabric top prevents damage during gameplay and can also be used as a desk mat or mouse pad, while the anti-slip bottom keeps the mat in place during use. These Disney Lorcana TCG playmats will feature Beast and Winnie the Pooh.
Illumineers, we’re excited to share the next set release for Disney Lorcana TCG, Rise of the Floodborn!

This set dips into the inky origins of floodborn glimmers. The six magical inks… Amber, Amethyst, Emerald, Ruby, Sapphire, and Steel, were released in a mixed-up chaotic form, resulting in a mysterious flood which damaged the Great Illuminary. When storyborn or dreamborn glimmers encounter this mixed ink, they surge with a power that changes them, transforming them into floodborn glimmers. As the magical ink poured out of the illuminary, treasured lore went with it, including King Triton’s powerful trident.

Disney Lorcana: Rise of the Floodborn features more than 200 cards with brand-new artwork. Fan favorites like Winnie the Pooh and Tiana appear for the first time, while six additional Disney stories join the game’s lineup:

The Resist keyword indicates how much additional damage characters may be able to withstand. For example, Resist + 2 on a character would mean any damage dealt to them is reduced by 2.



Disney Lorcana: Rise of the Floodborn Accessories

This set is perfect for collectors, containing six cards from Disney Lorcana: The First Chapter and Disney Lorcana: Rise of the Floodborn featuring never-before-seen alternate artwork drawn by Disney animators from Walt Disney Animation Studios.

Each card features an exclusive Disney100 frame design, a satin holographic foil finish, and a copy of the animator’s signature prominently displayed. Additionally, each set contains four Booster Packs of Disney Lorcana: Rise of the Floodborn.
Disney Lorcana: Rise of the Floodborn will first release at local game stores on November 17th, while the wide release, including the Disney Lorcana: Disney100 Edition, will follow on December 1st.
We hope you’re excited for even more reveals in the coming weeks. While we’ve shared a handful of glimmers transformed by the flood, you’ll have to check back often to see them all!
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]]>The post Smash Up: Disney appeared first on G33K-HQ.
]]>








In Smash Up: Disney Edition, players will choose two decks of fan favorite Disney factions and combine their powers to take over Bases, earn the most Victory Points, and win! Choose from Frozen, Big Hero 6, Wreck-It Ralph, The Lion King, Mulan, Aladdin, The Nightmare Before Christmas, and Beauty and the Beast to create the most exciting team-ups imaginable!Smash Up, designed by Paul Peterson, is the ultimate “shuffle-building” game from AEG that lets players draft two faction decks and combine them into a force to be reckoned with! 28 deck combinations from Smash Up: Disney Edition plus compatibility with previous expansions provide endless replayability.
14+
2-4 PLAYERS
60 MINUTES
$34.99
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]]>The post TRIVIAL PURSUIT®: Dungeons & Dragons Ultimate Edition appeared first on G33K-HQ.
]]>










Test your proficiency in all matters D&D with TRIVIAL PURSUIT: Dungeons & Dragons Ultimate Edition! Show your mettle as an all-knowing adventurer in this comprehensive challenge based on the classic role-playing game. Navigate the custom game board with iconic D&D character movers in this full-sized collectible edition featuring 1800 questions on Dungeons & Adventures, Monsters, History, Cosmology, Characters, and Magic & Miscellany.
Miscellany.
12+
2+ PLAYERS
60+ MINUTES
$52.99
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]]>The post YAHTZEE®: Dungeons & Dragons appeared first on G33K-HQ.
]]>The OP has announced a new D&D Yahtzee.






Take a chance on quick strategy and coordinating creatures in this version of the classic “Shake, Score, & Shout” dice game! YAHTZEE®: Dungeons and Dragons fires up a bold new spin on America’s #1 dice game with a multi-use, black scaled dice tower with red D&D dragon ampersand and six-sided dice decorated with classic creatures, such as a Dragon, Owl Bear, Gelatinous Cube, and more. Dice tower measures 101 mm H x 75 mm W and fits standard d4 through d20 dice for adventuring in RPGs of any origin!
8+
1+ PLAYERS
30+ MINUTES
$29.99
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