Euro Quest - Presents
This page contains information about all non-tournament events and activities that will be happening at EuroQuest
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EQ Presents

Welcome to EuroQuest Presents!

This "EuroQuest Presents" page focuses on all the non-tournament events and activities at this year's EuroQuest. Under this umbrella, we will be bringing you a wide variety of events outside of the scope of our regular tournament play.

Some of these events will be familiar to long time EuroQuest attendees, while others are brand new this year!

We will be updating this page with new details and new events right up to the convention, so bookmark this page and check back often.

For now, we're happy to tell you about just a few things we have in store for you.

To see an updated list that includes all the times for demos and all EuroQuest special events in one place, right up to the day before the convention starts, click here.


New Game Demos: With so many games being published every year, it can be hard to keep up. The staff and volunteers of EuroQuest are happy to show you some of them. We will be running demos for games published in the U.S. and around the world since EuroQuest 2011.

In order to preserve space in the conference room, all scheduled game demos and other non-tournament events (including demos of new Wild Card games) will take place at one of two designated tables in the front corner of the meeting room in the area previously occupied by Z-Man opposite the front desk. Two tables (one round and one rectangular) will be designated for this purpose, and there will be signs on these tables listing the demos at that table for each day. Important: Demo tables should be CLEARED at the end of the scheduled demo time, to allow time for the next demo to be set up.

Blood Bowl: Team Manager - The Card Game is a bone-breaking, breathtaking standalone card game of violence and outright cheating for two to four players. Chaos, Dwarf, Wood Elf, Human, Orc, and Skaven teams compete against each other over the course of a brutal season. Customize your team by drafting Star Players, hiring staff, upgrading facilities, and cheating like mad. Lead your gang of misfits and miscreants to glory over your rivals all to become Spike! Magazine's Manager of the Year!

Demo Time: Friday at 6:30 PM
Demonstrated by: Victor Hutcherson

Castle Dice is a light worker-placement, dice drafting game in which the players have been ordered by the king to build castles along the borders of the kingdom. The player who can create the greatest castle will become the new heir to the throne. Players will explore the land by rolling the dice, and then take turns gathering resources from them. These resources are then used to hire workers and improve castles. At the end of seven turns, the player who has built the greatest castle (earned the most victory points) wins the game!

Demo Time: Saturday at 6 PM
Demonstrated by: Mike Mullins

Freedom: The Underground Railroad is a card-driven, cooperative game for two to four players in which the group is working for the abolitionist movement to help bring an end to slavery in the United States. The players use a combination of cards, which feature figures and events spanning from Early Independence until the Civil War, along with action tokens and the benefits of their role to impact the game. Players need to strike the right balance between freeing slaves from plantations in the south and raising funds which are desperately needed to allow the group to continue their abolitionist activities as well as strengthen the cause.

Through careful planning and working together, the group might see an end to slavery in their time.

Demo Times: Thursday at 7 PM and Friday at 8 PM
Demonstrated by: Rik Van Horn

Thunder Alley, designed by Jeff and Carla Horger, depicts the fast-paced action of stock car racing. We expect to have a demo copy of this recent P500 release by GMT Games on hand, courtesy of the game designers. The game plays with 2 - 7 players, and each player controls a team of cars, not just one car.

Demo time: Sunday at 2 PM (John Weber)

Note, we have already scheduled demos for eight new titles added to the Wild Card event for this year, for details see the Wild Card page.

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Essen Game Demos: This year, as in recent years, EuroQuest will be presenting games featured at the recent International Game Fair (Spiel 2012). However, due to the short time frame between Essen and EuroQuest, information about specific titles will not be known until approximately a week before the convention start on November 1. Please join us for the first opportunity for many of us in the States to try these new games!
Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots. During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you -- but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.

The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...

Demo Time: Friday at 10 PM (Jeff Thornsen)

In CO2, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy -- and of course profiting from doing so. You will need enough expertise, money, and resources to build these clean power plants. Energy summits will promote global awareness, allowing companies to share a little of their expertise and learn still more from others. The game includes Carbon Emissions Permits (CEPs) which are granted by the United Nations, and they must be spent whenever the region needs to install the energy infrastructure for a project, or to construct a fossil fuel power plant.

Money, CEPs, Green Power Plants that you've built, UN Goals you've completed, Company Goals you've met, and Expertise you've gained all give you Victory Points (VPs), which represent your Company's reputation -- and having the best reputation is the goal of the game. But, as the game designer reminds us, If the pollution isn't stopped, it's game over for all of us.

Demo time: Friday at 12 Noon (John Weber)

Terra Mystica is a game with very little luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.

Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers.

Demo time: Friday at 11 AM (Mark Moore)

In Myrmes, players control ant colonies and use their ants to explore the land (leaving pheromones in their wake); harvest "crops" like stone, earth and aphids; fight with other ants; complete requests from the Queen; birth new ants; and otherwise dominate their tiny patch of dirt, all in a quest to score points and prove that they belong at the top of the heap, er, anthill. After three seasons of scrabbling and foraging, each ant colony faces a harsh winter that will test its colonial strength.

After three seasons, players must pay food to get their colony through winter, losing points if they can't. Whoever has the most points after three years wins. All hail our new ant overlords!

Demo time: Friday at 9 PM (Kurt Runco)

In Archipelago, players are Renaissance European powers competing in the exploration of a Carribean archipelago. They will explore territories, harvest resources, use those resources in markets both internal (for their use and that of the natives) and foreign (to sell it in Europe), build markets, harbors, cities and temples, and negotiate among themselves (and maybe betray each other) -- all this to complete their secret objectives. Players also need to be careful of the natives; if they make them too unhappy or if too many of them are unoccupied, they could revolt and declare independence. Then everyone will lose!

Demo time: Friday at 10 AM (Kurt Runco)

Copycat (aka by its German name, Fremde Federn) is about borrowing elements from well-known Eurogames and constructing a new game out of them.

You are a politician who tries to gather enough money and influence to become the next president. Of course, you depend on the work of others to get the needed influence. You start with a set of 10 cards (7 of them are "fatherly friends", which give you 1 money each and 3 cards to get 1 influence each (VPs)). Each round you draw 5 cards from your deck and use one card for the turn order to place your workers. The workers go to the different offices places in the government building to buy new cards for you, get influence or different other actions. Each round there is one more space, where you can place your workers. On the game board is a row of cards, which you can choose to buy and each round the empty places in this row are filled from a deck of cards divided into 4 different "Ages". The last cards of the deck are Dr. degrees you can buy with your money, which give you 1 VP for each money spend. The game ends when all Dr.'s are bought or one player has more (or equal than) 95 VPs.

Demo time: Friday at 8 PM (Mike Brazinski)

In Saint Malo players roll five dice to gain various resources; combinations of dice create enhancements like characters or buildings, which can provide additional victory points, money, or special actions, such as altering the outcome of a die roll. Players draw symbols for their holdings on an erasable board showing a grid of their city to create an individual town. Players could build storehouses on particular squares, for example, then place a merchant nearby to gain money each turn. Another important character is the soldier; players must acquire these to defend themselves from pirate attacks that can decimate their town.

Demo time: Saturday at 4:30 PM (Michelle Hymowitz)

Plan, build, and develop a small town into a major metropolis. Use hex-shaped building tiles to add residential, commercial, civic, and industrial areas, as well as special points of interest that provide benefits and take advantage of the resources of nearby towns. Your goal is to have your borough thrive and end up with a greater population than any of your opponents.

Suburbia is a tile-laying game in which each player tries to build up an economic engine and infrastructure that will be initially self-sufficient, and eventually become both profitable and encourage population growth. As your town grows, you'll modify both your income and your reputation. As your income increases, you'll have more cash on hand to purchase better and more valuable buildings. As your reputation increases, you'll gain more and more population (and the winner at the end of the game is the player with the largest population).

During each game, players compete for several unique goals that offer an additional population boost -- and the buildings available in each game vary, so you'll never play the same game twice!

Demo time: Friday at 3 PM (Eric Hymowitz)

Briefcase is a deck-building and resource management boardgame where players build their own business empires by acquiring and activating various companies. Each company, once activated, provides the player with some benefits (which are called decisions cards) and a special ability for the rest of the game.

Players start with identical decks of decision cards. Each time one player activates a company, he/she adds to his deck more decision cards. Decision cards give the players various possible actions (like buy/activate/hire/obstacles). The most important is the "buy" action, with which players can either buy a building or a resource from the market.

Demo time: Thursday at 10:30 AM (John Weber)

P.I. is a pure deduction game, with players competing in three consecutive mini-games in order to see who's got the best chops in terms of solving their cases. Each mini-game, you receive in secret one suspect card (out of 12), one crime card (out of 10), and one location card (out of 14); this set of information represents the case that the player to your left must solve. The game board shows fourteen locations arranged so that each location touches a few others; each location has space for a suspect and crime tile. Shuffle the suspect tiles (12, plus two "no suspect") and the crime tiles (10, plus four "no crime"), then place one face up in each location. Each suspect, crime and location is included in a deck of evidence cards, and nine evidence cards are revealed.

On a turn, a player either places an investigator, chooses an evidence card, or attempts to solve her case. When you place an investigator in a location, the player to your right looks at his case cards, then places a disc on this space for each case card he holds that matches the suspect, crime or location in this space. Additionally, he places a cube on this space for each suspect, crime or location that's adjacent to this space.

When you choose an evidence card, the player to your right places a disc on the matching tile if the card matches one of the case cards he holds, places a cube on the matching tile if this tile is adjacent to a tile matching one of the case cards he holds, or places nothing if you've made a wild-eyed guess and the tile isn't adjacent to anything.

To attempt to solve the case, you place a black token on your guesses. If wrong, you're penalized two points and continue play next turn. If right, you receive 7, 5, 3 or 1 points depending on how many others have solved their cases in earlier rounds.

The mini-game ends once everyone has solved their case or only one case remains unsolved. All used investigators are removed from play, then the board and cards are reset for the next mini-case. Each player has only five investigators total, so use them wisely!

Whoever has the most points after three mini-cases wins.

Demo time: Saturday at 7:30 PM (Jeff Thornsen)

Article 27: The UN Security Council Game

We anticipate having a copy of this new Stronghold Games release at this year's EuroQuest.

Demo Time: Friday at 3 PM
Demonstrated by Brian Stallings

Viva Java: The Coffee Game is about finding that perfect blend of beans to create the next best-seller in the coffee houses and kitchensof the world. In the game, players send researchers to hot spots around the globe to gather the perfect bean. This may bring them into contact with other players who are also on the hunt, creating a crucial choice: Go it alone and continue to research, or join forces with that opponents, hoping to combine beans from both players and share the score with a superblend. Going it alone with research can often prove useful as players spend time in the lab developing additional abilities. However, in VivaJava the bold taste of victory will go only to those players who are able to balance solitary research with cooperation with other players.

The rich depth of varying strategies and social play will satisfy most players' thirst for unique gameplay, but VivaJava has even more brewing. This flexible game can accommodate up to 8 players, and through smooth simultaneous actions, play is quick and constant with little downtime.

Scheduled demo (featuring game designer T. C. Petty III): Friday at 4 PM

Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn and finally winter. Each player starts the game with a "home" tile and an initial team of eight workers, each of which is colored red, yellow or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills, additional workers and victory points (VPs) not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

Scheduled demo: Thursday at 11:30 AM (Eric Sokolowsky)

Escape: The Curse of the Temple is a cooperative game in which players must escape (yes...) from a temple (yes...) which is cursed (yes...) before the temple collapses and kills one or more explorers, thereby causing everyone to lose.

Escape is played in real-time, with all players rolling dice and taking actions simultaneously. You must roll the right symbols to enter a room, and if you're at an open doorway, you can roll to reveal the next tile in the stack and add it to that doorway. Some rooms contain combinations of red and blue symbols, and if you (possibly working with other players in the same room) roll enough red or blue symbols, you "discover" magic gems, moving them from a separate gem depot onto that tile.

Scheduled demo: Sunday at 12:30 PM (Jeff Thornsen)

In Western Town, each player is a Marshal of an expanding town in the Old West of the U.S. in the early 1860s. Each Marshal wants to develop the most prosperous town, one which President Lincoln himself would be proud to visit. The three principal criteria which allow you to win the game are population growth, charm/attractiveness, and wealth, as measured by gold. Turns are regulated by the visits of Lincoln, who determines, bit-by-bit, the value of the towns relative to those three criteria. These criteria can and do change every round, and you will need to adapt to these changing criteria to win this game!

Scheduled demo: Saturday at 2:00 PM (Mark Moore)

Guards! Guards! A Discworld Boardgame sees players taking on the role of newly recruited members of the Ankh-Morpork City Watch. With the Eight Great Spells missing from the Unseen University, the future of the Disc hangs in the balance. Each player is tasked with collecting and returning a number of the spells to the university before it is too late. Each player selects one of four Guilds to infiltrate: Thieves, Assassins, Alchemists or Fools. Their chosen Guild Card will give them a specific selection of the Great Spells to collect and grants them a unique Guild Ability which can be used to hinder their opponents. It is also used to mark the players Charm, Guild and Magic abilities, which can be developed throughout the game.

Scheduled demo: Saturday at 10:00 PM (Victor Hutcherson)

In Asgard, you want to support the gods by erecting temples and by convincing brave warriors and mighty giants to side with them. You can influence which god will fight which during the final battle -- Ragnarök-- the outcome of which will depend on how well you strengthened their armies.

Beware, only a few of them will come out victorious. Will you side with the right ones? As a mortal, your place in the new world depends on it.

Scheduled demo: Thursday at 9 PM (Kristina Lynch)

Medieval Mastery is a board game of tactical conquest based on the feudal system that existed in Europe throughout the Middle Ages. Set in France, during a time of turmoil, each player assumes the role of a provincial lord as the country erupts into a war of succession. Send your brave knights forth to conquer the surrounding lands in an all-out struggle to claim the throne!

Medieval Mastery incorporates area control, hand management and modular board design as well as variable player powers and phase order. The rules include alternate gameplay variations. This, coupled with a modular game board and a random combination of crowns, orbs and sceptres, means that no two games will ever be the same! In addition, the number of components included allows for up to three games of varying sizes to be played simultaneously!

Scheduled demo: Sunday at 11 AM (Victor Hutcherson)

In addition to these game demos, we will have an assortment of new Essen games on hand. Some may have impromptu demos, others will not. These games will be maintained in a separate "New Games Library" with a special sign-out procedure located near the New Games Demo Area:

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Designers' Den: Where do new games come from? How are they developed? Who thinks up these great ideas? Here's your opportunity to find out!

This year at EuroQuest, we are honored to have several designers coming in to demo and talk about their recently and soon to be published games. We anticipate seeing several games that are "in the pipe line" at a major publisher that are slated for a 2013 or 2014 release.

Bill Crenshaw
 
Bill Crenshaw (a name many of you will recognize from his work here as a long-time assistant GM, from losing to him in tournament, and from his 2004 GMT release, Manifest Destiny) will be presenting his new creation -- still in prototype form -- Entrepreneur -- which Mayfair will be publishing in October 2013.

Bill will run scheduled demos of Entrepreneur on Thursday at 11:30 PM and Friday at 11:00 PM. He will also be available for pick up games throughout the weekend in the open gaming area. Just look him up to schedule a game.

Entrepreneur
 
Entrepreneur is a game of investment, production, contract fulfillment and market domination. This intriguing combination, along with starting positions that differ each game, requires players to respond to the different opportunities presented rather than use a predetermined strategy.

Each player is an entrepreneur who invests in markets to produce resources (blue collar workers, white collar workers, lumber, oil, technology and gold) and to control markets and regions (which are worth victory points (VPs) at the end of the game). Resources are used to complete contracts, which generate cash and VPs. Players control a market when they have the most number of investments there (and at least 2) and players control a region when they control the most markets in the region. Players also receive a VP for each $50 in cash at the end of the game.

Players may obtain money by raising venture capital and may sell and buy resources at the resource market.  Players alternate choosing from a limited number of available actions each turn, selecting those actions they believe will make them the most successful entrepreneur.

The game has three sets of rules, each presenting its own challenges.

  • The Base Game concentrates on the basic game mechanics of investment, production of resources, fulfilling contracts and using the venture capital and resource markets.
  • The Expanded Game adds investment in new markets, government contracts, buying companies (that provide additional benefits and may provide a credit to fulfilling contracts), a more interactive resource market and limited use of tokens.
  • The Full Game uses auctions for companies and government contracts, allows players to earn additional actions, provides for more competition in controlling markets, and allows market research to control turn order choice.

The game is playable by 1-4 players.  Playing time is approximately 45-75 minutes for the Base Game (about 20 minutes per player), 1-2 hours for the Expanded Game (about 30 minutes per player) and 1 1/2 - 2 1/2 hours for the Full Game (about 40 minutes per player).

Matt Calkins
 
Tin Goose
 
Matt Calkins, award-winning designer of Sekigahara (a recent Charles S. Roberts Award winner), will be presenting a demo of Tin Goose, his latest creation, slated for a 2013 or 2014 release by Rio Grande Games. Tin Goose is described as game about building airlines in the early years of commercial air travel. Players invest in new planes and technology upgrades but must beware of disruptive events like strikes and crashes. Plays in 2 hours. Scheduled demo: Friday 9 AM


Bob Jamelli
 
Max Jamelli
 
Ever want to be a big league general manager? See the recent movie Moneyball and become inspired to take on the "big money" teams or, perhaps, become one? You can live out that dream vicariously at EuroQuest through Bob and Max Jamelli's game Lords of Baseball. Bob and his son Max will be at EuroQuest on Saturday. Scheduled demo starts Saturday at 10 AM. Want more information? Not sure if this game's for you? Check out this comprehensive video posted by Max at BGG.

Latest word is that this game is due to hit the GMT Games P500 list in 2013.

John Sizemore
 
Chicken Caesar
 
John Sizemore's Chicken Caesar is a nasty, luck-free game of politics and negotiation that plays 3-6 in about 90 minutes.

In Chicken Caesar, players represent aristocratic ancient Roman chicken families trying to create a legacy for their family name. Each family has several eligible roosters eager to jump into the world of politics, getting rich and creating a legacy by any means necessary.

Roosters gain renown for their families by occupying various political offices. Low-ranking officers don't yield much fame, but they hold both the purse strings and the power of the sword. A few roosters in the lower offices of Aedile and Praetor, together with the votes of a few well-paid (and temporary) allies, can clear a path to the luxury and recognition that come with the titles of Censor, Consul, and even Caesar. Being Caesar isn't easy, though: fail to bribe and bargain to ensure the welfare of the whole coop and today's Caesar is tomorrow's Coq au Vin. Dead roosters don't earn any more points, but they do offer opportunities for their surviving relatives to exaggerate their accomplishments. All that matters, in the end, is history's judgment, and history can be rewritten. Mechanically, players gain and maintain areas of influence through negotiation and voting.

Scheduled demo: Saturday at 12 Noon.

Ben Rosset
 
Ben Rosset, designer of Mars Needs Mechanics, will be presenting two of his newest creations at EQ, both games still in the prototype stage of development (sorry, no photos available yet for Ben's new prototype games).

The Feuding Gods of Tictac is a light-hearted, family friendly area control card game that uses a central board. It is 2-4 players from ages 8+, and takes 15-30 minutes to play. Players are rival Gods vying for control of the land of Tictac by delighting the people with mystical displays of magic stones. Players have personal designs they are trying to achieve that are both public for all players to see and changeable by the player trying to achieve them. This keeps all players on their toes and invested in each other's decisions. Players in Feuding Gods have to play offense and defense at the same time in order to win. Scheduled demo on Saturday at 1 PM

Stranded is a euro style task-based resource and time management board game for 2-4 players from ages 12+, and takes 45-75 minutes to play. After their plane crashes deep in the remote wilderness, players must survive on their own for 4 days until rescuers can reach them. They initially try to work together but find they can't trust each other, and are now competing over the scarce resources around the crash site. Stranded's primary strength is its powerfully integrated theme, leading players to feel like they are truly experiencing the game---lost in the wilderness, desperate to survive. Scheduled demo on Saturday at 3 PM.

Luke Petterschmidt
 
Viva Java, the Coffee Game
 

 

Luke Petterschmidt, game designer of Castle Dice, will be on hand Saturday. Luke will have a prototype of a new version of the game, and he is also willing to share his experiences with using Kickstarter campaigns to introduce new games.

 

TC Petty III will be on hand to demo his new game, a 2012 Essen release, entitled Viva Java, the Coffee Game, demo scheduled for Friday at 4 PM. For details, see here.

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NEW FOR 2012 -- DESIGNER'S FORUM

Some of these game designers plan to be on hand for a round-table discussion in the game demo area, scheduled for Saturday at 9 AM. Topics include: Tips on getting a new game design published and the new "Kickstarter" phenomenom.

Game designers expected to be on hand include Bill Crenshaw, Luke Petterschmidt, TC Petty III, Ben Rosset and John Sizemore. All are welcome to participate in this discussion, which is a EuroQuest "first."

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Math Trade: The Math Trade is back at EuroQuest! Eric Sokolowsky is organizing a math trade for EuroQuest attendees. Details will be posted here and on BoardGameGeek. Not sure what a Math Trade is? Don'r worry, check out this explanation or this one. The short answer is that it's an easy way to trade away a game you don't want to get a game that you do want.

The game exchange is scheduled for Saturday at 5:00 PM.

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Prize Drawings: What would EuroQuest be without prize drawings? There will be two prize drawings at two different times during this year's EuroQuest. Attendees need to be present to win and will have their choice of several prizes available that hour, ranging from t-shirts to gift certificates to GCOM merchandise to games.

For those coming on Thursday, the opening day of the convention, there will be a special "Early Bird" prize drawing at 8:30 PM as a little extra incentive to attend for the full four days.

The main prize drawing will take place at 9:30 PM Saturday. Our Saturday evening drawing will have "top shelf" prizes, including copies of some of the "hot" new games straight from Essen! First pick will go to the winner of the EuroQuest trivia challenge (see details below) while other prize winners will be drawn from attendees who have completed a EuroQuest 2011 survey form (copies available at the front desk). This is your opportunity to help us improve the convention AND win a hot new game! (Remember, you must be present to win and will have a limited amount of time to step forward and claim your prize.) One prize per person.

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EuroQuest Trivia Challenge New for 2012! To celebrate the 10th annual EuroQuest, EuroQuest co-founder John Weber is presenting a trivia contest. Questions will be available starting at 9 AM Friday at the front desk. To enter, return your set of answers by filling out an answer sheet by midnight on Friday. Please include name and badge number. One entry per person, and the winner will have first pick at the Saturday night prize drawing!

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Vendor Specials: EuroQuest is again pleased to have two fine vendors. Canton Games and Our Game Table will all be available to help you spend your money. Look for details on vendor hours and convention specials at the vendor page as they become available.

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Anything to Add? Contact Us (It's Up to You...)

If you are interested in showing your design, or any favorite game for that matter, at EuroQuest, please check out our demo requirements.

If anyone has any other ideas for items to add to this page, feel free to contact Convention Director Norman Rule or New Games Demo Coordinator John Weber
.

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