Western Canada’s Largest Tabletop Gaming Convention! Join us March 14-16, 2025, at the Vancouver Convention Centre - East (aka Canada Place) in Vancouver, BC, Canada.
Island Spirits join forces using elemental powers to defend their home from invaders.
This game plays exactly like Spirit Island so I am not sure why BGG lists it as less complex. The only difference is that it's capped at 3 players and the components are all cardboard. So if you wanted to play Spirit Island this is exactly the same game.
Spirit Island is a co-operative game of defending your island from invading colonizers. Play as an asymmetric spirit and unleash your powers against those threatening your shores. (I have almost all of the expansions if you have a particular spirit you want to play)
It's a time where the civilizations of the Alpha Quadrant can boldly go where no one has gone before. Until they encounter each other - or the local inhabitants. Federation, Klingons, Romulans, Cardassians, and/or Ferengi will explore, expand, exploit or exchange, and more in this 4X race to ascendancy over the civilizations of Star Trek.
This year, Holi takes place on March 14th- why not celebrate with a game?
In HOLI: Festival of Colors, players gather to celebrate the end of winter as they spread colorful powder on each other, dancing and celebrating new beginnings.
Mechanisms & Features:
Area Control - Colored powder tokens spread across the board and onto other players, covering the board in the pattern selected. 3-Tier Board - Players ascend to have their powder fall from above, giving up victory points for better control. Puzzle-like Action Selection - Color cards determine the pattern colored powder will fly in, giving players room to select the pattern that works best for them. Variable Scoring Condition - Each game can have slightly different scoring conditions, adding depth and replayability.
Worker Placement meets Tug of War as you influence multiple battles. Very fun, breezy, highly interactive Paolo Mori design. SUSD re-publishing later this year.
In Molly House, players take the roles of the gender-defying mollies of early eighteenth century London. Throw grand masquerades and cruise back alleys while evading moralistic constables who seek to destroy your community. Be careful, there may even be informers in your midst!
Over the course of an hour, players will draft hands of vice cards representing the different gestures, desires, and encounters that were frowned upon by the Society for the Reformation of Manners, a citizen group that sought to stamp out any behavior it deemed deviant in late 17th and early 18th century London. These cards allow players to host festivities with the help of their fellow mollies and create joy. But, those same cards can also lead players to be arrested and to the ultimate ruin of the molly house.
As players encounter the Society’s enforcers, they will often have to pay bribes or may be coerced into becoming informers for the Society. Informers must try desperately to undermine the community around Mother Clap’s Molly House without being discovered by their fellow mollies.
Through dreams, Freud's followers delve into their clients’ unconscious minds.
Please only sign up if you are willing to watch the How To video prior to the start of the convention (https://youtu.be/6lI8D58Rk68?si=oGuA6px4gsqJuoNp), as we will only have 3 hours to finish the game. Thanks!
Before Essen 1999, a group of students founded Splotter Spellen to publish their own games. Bus is one of their standout designs. Players compete to transport passengers by expanding routes, adding buses, and developing the city. Destination types (work, bar, home) change each turn, requiring strategic planning.
Actions include buying buses, extending routes, adding buildings, and introducing passengers via bus. A unique turn order mechanic forces tough choices—some actions let the first player execute last, creating tense decision-making.
Bus routes follow Settlers-style placement, extending from either end. Passengers arrive at two train stations, making route planning crucial. Blocking opponents by manipulating building placement can disrupt their efficiency. Smart play involves setting up repeat passengers for future turns.