Once a year when the first buds of spring begin to unfurl from their winter slumber, International Tabletop Day brings us back to the table to remind us why we play and to give thanks to those who make every roll of the dice exciting.
From the heaviest strategy game to the lightest party game, ITTD gives us a chance to celebrate those who bring their passions to the table. Everyone from the biggest publisher to the smallest developer let players explore new worlds and take on herculean tasks in little more than an hour. And when we find ourselves sitting in the winner’s circle, we know that it will be the makers of the games we love cheering us on.
Tabletop Day is also a day to celebrate those who come to the table in contest or cooperation. It is a time of friends tasked with war and strangers finding a common bond to survive through the next turn. We honor the communities that gather around the table, those who bring the winning spirit and sportsmanship to play with others. We play not just against the board, but with others. To you who manage groups, bring new people to the table, and find that one night out of the month to bring your team together to fight a dragon; this day is for you.
And let us not forget the places we play games, find our new passions, or simply connect with those who are looking to play together. International Tabletop Day lives within the walls of your friendly local game store and community events. It is here that communities and games find each other, where information is shared and passions flare to life. You’ll find a universe to explore behind every door and beneath every box. International Tabletop Day looks to shine a light on stores and community events out there looking to bring everything that we love about the day together.
We have several games demos lined up, a ‘Meet The Designer’ event as well as a giveaway.
They will be here from 1-5pm
Special game demos:
From 12:30 – 4:30 we will be playing Kaiju Crush from Fireside Games
Kaiju Crush is a light strategy game with limited grid movement, shared objectives, and intransitive combat on a modular board.
In the game, players choose one of four giant monsters to play and proceed to crush buildings and fight other kaiju for victory points. On each player’s turn, they choose to play either their own movement card or the shared movement card to land on and crush a city tile (a.k.a. a building). The player picks up the city tile and drops a territory marker in its place. City tiles score different points and territory markers can yield victory points based on objective cards that show goals like connected or unconnected territory markers, the number of city tile groups a player claims, and shapes created on the city grid.
Points are also generated by fighting either a monster on an adjacent space or a monster occupying a territory marker. To fight, players draw five territory markers and look at the reverse side. There are five symbols that represent the blows in the fight: firebreath, claw, tail, kick, and spikes. These symbols are part of an intransitive combat system, in which some symbols beat others but are beaten by others in turn. Each monster also has their own unique fighting ability as well as special abilities that change every game. Winners of either type of battle gain a random combat victory token worth 1-3 points. Winners of territory battles also replace the current territory marker with their own, which may help meet objectives as well as thwart opponents.
When no monster can move, the game is over, and the monster with the most victory points is supreme!
From 4:30 to 8:30 we will be playing Hotshots, also from Fireside Games
In the cooperative, press-your-luck game Hotshots, crews of 1 to 4 players take on the roles of wildfire fighters — crew boss, spotter, swamper, and sawyer — with special abilities, then roll dice on burning terrain tiles to match the combinations shown on those tiles. The more faces they roll, the better they fight the fire. Players can choose to cut firebreaks, which protect tiles from embers blown by wind gusts, or push their luck to reduce flames and possibly even generate reward tokens. If players bust and fail to match at least three of the six symbols on the tile, the fire grows. Another option is to maneuver vehicles — air tanker, helicopter, and brush rig — to save the forest.
Flame tokens are added at the end of each player’s turn by the draw of a fire card, which can bring about light or strong wind gusts, increase the strength of the flames on certain tiles, and start fires. Too many flame tokens will cause a tile to scorch and be lost. Losing a terrain tile could also affect the game play. Some tiles are tied to crewmembers’ special abilities, while others help the firefighters, and still others cause the fire to spread in unique ways. If eight tiles scorch or the fire camp scorches, the game is over and the forest is lost — but if the intrepid crew can extinguish the fire, the team wins together.
For every game played, players will receive a free ticket for a door prize drawing. The door prize is a copy of Fate of the Elder Gods from Greater Than Games, a $100 game.
In Fate of the Elder Gods, players take on the ever-maddening role of cults trying to summon ancient evil and herald the fall of mankind! Each cult is in competition to be first to summon their god, but they all must also repel intrepid investigators working to seal off the gate to beyond with Elder signs. Gather arcane artifacts, cast powerful spells, embrace the Dark Gift of your Elder God, and be first to hasten doom…before it’s too late!
During the game, players use a variable hand of spell cards to do one of two things to aid their cult in their mission: Use the spell’s Astral Symbol to navigate the areas around Arkham on the unique Fate Clock board, or use the symbols in a location’s Astral Column to ready a spell. Readied spells can be cast at any time, but while in a cult’s Spell Reserve their primary Astral Symbol can aid in readying future spells, creating an engine for pumping out more potential power.
As cults travel to the six locations on the Fate Clock, they activate specific powerful abilities, such as gaining useful artifacts at The Museum or enabling their Elder God’s Dark Gift at The Ceremony. As cults send more and more cultists to a location, they may gain control there, adding even more powerful abilities. However, cults must be careful how they navigate Arkham as a location with lots of activity will attract pesky investigators. Tempt fate too many times and the investigators may raid your cult’s lodge, placing Elder Signs, and generally getting in the way of summoning your Elder God. Gain too many Elder Signs and it’s game over!
If any cult can manage to raise their Summon Track to 9 before the investigators save humanity, their Elder God awakens and they win! Of course, “win” is a relative term as it will certainly herald the end of the world — but that’s a small price to pay for eternal servitude to the Ancient Ones.