Showing posts with label Conventions. Show all posts
Showing posts with label Conventions. Show all posts

Sunday, May 17, 2026

The Event List for Historicon 2026 is up on Tabletop Events!

It's like Christmas for a wargamer, the event list (formerly known as the PEL to us old-timers) is finally up at Tabletop Events! 

Next Gen (and a full Stout Gnome contingent) are back in their familiar spot!

As always, these are the events that interest ME, and if I wasn't running a full weekend, might ponder registering for.  Many of these events are run multiple times over the weekend.  I'm only listing the one session to that I noticed first.  I did my best to label Mulitple Sessions, but use the search function to find events with multiple runnings over the weekend!  

The Stout Gnomes selections, as always, are listed in red.

Wednesday 

(401) Battle of Saratoga

Wednesday 6pm, 4hrs, Players 6, GM John Drye, Period: AWI, Scale: 15/18mm, Rules: Volley and Bayonet
In October of 1777 Continental General Horatio Gartes defeated General Howe in two battles in New York state and forced his army to surrender. This defeat ended the British plan to split the colonies and convinced France to enter the war. The Volley and Bayonet rules allow the depiction of the battle.  

(278) Stalingrad: Fortress on 9th January Square Session 1

Wednesday 6pm, 4hrs, Players 6, GM Tom Yaudas, Period: WW2, Scale: 25/28mm, Rules: Modified Bolt Action 3
Autumn 1942. In the ruins of Stalingrad, German assault groups attack Pavlov’s House and 9th January Square while Soviet defenders fight to hold their lifeline to the Volga. A 6-player, 3-session Bolt Action v3 urban battle with named objectives and brutal close combat.

Thursday
(452) A Very British Civil War
Thursday 9am, 3hrs, Players 6, GM Gregory Preibe, Period: Inter-War, Scale: 25/28mm, Rules: Combat Patrol
England has fractured into a state of chaos as the Anglican league battles the British Union of Fascists for control of a rural village's tone cottages, hedgerows, and simmering grudges. Break out your biscuit tint, put the kettle on and settle in for a lovely morning of alt-history shenanigans! 

(402) BattleTech: Grinder

Thursday, 9am,  3hrs, Players 10, GM Mark Yingling, Period: Sci-Fi, Scale: 6mm, Rules: Battletech
The Grinder is a free for all Battletech Demo game where new (or returning) players will be taught using the Introductory Rules. You start out with a Light Mech and as you die, you advance up to the next weight class. All materials, miniatures and dice will be provided.  MULTIPLE EVENTS

(621) Raid on the Suez Canal

Thursday, 9am,  4hrs, Players 8, GM Bruce Anderson, Period: WW1, Scale: 10mm, Rules: Take Action - Middle East
Prior to the landings at Gallipoli, the Ottoman Empire attempted to cut the lifeline of the British Empire, the Suez Canal, in February 1915. The Canal is defended by the gallant Diggers and Kiwis of the ANZAC. Will the Turks prevail over the greatest empire of the time and shut down the Canal?

(671) They Came For Our Cows!

Thursday, 9am,  3hrs, Players 6, GM Mike Finn, Period: Sci-Fi, Scale: 25/28mm, Rules: Fistful of Lead. 
1850 Arizona, Bug Eyed aliens come raiding a small town to meet their needs. What could these monsters from the stars possibly need from a lonely town in the desert? Come relive the front end of a sci-fi thriller double feature from the 50's and thwart the aliens... or do some abducting of your own!

(48) HMGS WAR COLLEGE  Along the Embattled NY-Penna Frontier, 1778-1779

Thursday 10am 1 hr Host: Jeff Schultz
Join us for a brief overview of the role of the Iroquois Confederacy, Loyalists and Patriots along the Pennsylvania - New York frontier during the American Revolution. We will look at this interesting, and often overlooked region, with a focus on NE Pennsylvania and nearby.

(512) HMGS HOBBY U - Beginner Airbrush - Never Failed Class

Thursday, 10am, 2hrs, Tickets: 10 Host: Mark Franke
If you have failed at airbrushing or just want to begin. This is the class for you. We’ll teach you how to be successful every time you pick up an airbrush and learn basic techniques to be successful every single time. Hands-on teaching with an airbrush and compressor

(202) FORT APACHE: JOHN WAYNE CAVALRY TRILOGY #1.

Thursday, 10am, 2hrs, Players: 13, GM: Pete Panzeri, Period: Western Expansion, Scale: 25/28mm, Rules: Crazy Horse.
Join Pete, award winning Little Bighorn author & decorated combat veteran for our wargame of the JOHN WAYNE CAVALRY TRILOGY’s climactic Battle! WHO’LL MAKE IT OUT? WHO’LL NOT? BLOODY fast-paced game. SPONSORED by BRIGADE GAMES & FEATURING their Wild West-FIGURE-LINE. 

(523) HMGS HOBBY U - Painting For Complete Beginners

Thursday, 10am, 75 minutes, Tickets: 6,  Host: Francesco Nesci
This class is for people who haven't painted a miniature and want to know where to start. The class will cover base coating, washing, and dry brushing highlights. Everything you need will be supplied.  MULTIPLE SESSIONS.

(675) Test of Grit - Blazing Saddles and Circled Wagons
Thursday, 10am, 3hrs, Players: 24, GM: David Hill, Period: Western Expansion, Scale: 25/28mm, Rules: - Test of Grit - Adapted Test of Honour.
Test of Grit is a 28mm Western skirmish game streamlined for convention play. This massive Western table, winner of Best of Show for Cold Wars 2026, is divided into 2-4 player segments, so you will not be waiting to take your turn. Rules taught (quickly) and all materials provided. Saddle up!  MULTIPLE EVENTS

(537) HMGS HOBBY U - Into the Trenches

Thursday 12pm, 2hrs, Tickets: 6, Host: Joseph McGuire
With a little bit of wood, cardboard, left over hobby projects, and a whole lot of hot glue, students will make their own free-standing trench pieces suitable for World War 1 games or popular games like Trench Crusade.  Students will be using sharp implements and hot glue guns, no child under the age of 12 will be admitted without a parent who must assist them.

(622) HMGS HOBBY U - Portable Post-Apoc Raceway

Thursday 12pm, 2hrs, Tickets: 10, Host Don Goddard
Ride along as we discuss techniques for scatter terrain and barricades used to create durable, easily repositioned pieces for Hot Wheels/Matchbox scale racetracks that are cheap, store easily, and are made from commonly available materials.

(690) HMGS Hobby U - What the Hedge? 

Thursday 12pm, 75 minutes, Tickets: 6, Host Dennis Jensen
In this class we will create hedges using household items to give your troops some needed cover.  MULTIPLE SESSIONS

(713) The Good, the Bad, and the Ugly

Thursday 1pm, 4hrs, Players: 3, GM Tom Ballou, Period: Western Expansion, Scale: 25/28mm, Rules: Pulp Alley
Blondie, Angel Eyes and Tuco meet in a small Mexican village to find the gold. Each has a piece of the map showing where the treasure is located, but they’ll need to get the rest the map from the others. They have brought some friends to help convince the others.

(611) Who is in Control Here? 
Thursday 4pm, 2hrs, Players: 8, GM: Andrew Dickinson, Period: Sci-Fi, Scale: 6mm, Rules: BattleTech Aces
Play Alphastrike using the Aces automated system, Players take the role of Mercenaries whilst the opposition s controlled by a series of cards that model tactical behavior.

(548) 3 Ranks Deep – Cowpens

Thursday 6pm, 4hr, Players: 8, GM: Geoff Graff, Period: AWI, Scale: 15/18mm, Rules: Home Rules.
Falling back from superior force General Greene split his army into two. The British sent a sent a portion of their army after the smaller force. The battle that resulted became an iconic American victory, but it was a close run event. Can you do as well?

(155) Assault on Fort Mercer (Red Bank) - October 22,1777

Thursday 7pm, 3hrs, Players: 5, GM Tom Uhl, Period: AWI, Scale: 25/28mm, Rules: Live Free or Die
Hessian Colonel Carl Donop was determined to redeem his honor after the embarrassing Hessian defeat at Trenton. Now he would lead the assault on Fort Mercer along the Delaware River. He boldly declared that “either Fort Mercer would soon bear my name or I will be dead on the field!”

(594) Battletech: Sword and Dragon 3152

Thursday 7pm, 4hrs, Players: 10, GM: Mark Yingling, Period: Sci-Fi, Scale: 6mm, Rules: Battletech
The Struggle is real for the Federated Suns as they continue to reclaim lost planets from the Draconis Combine. House Davion has freed New Avalon, but they still have more work to do. Join the fight on either side of this ilClan era battle. All materials, miniatures and dice will be provided.

(683) Blood & Steel: Liberty Firefight

Thursday 7pm, 4hr, Players: 6, GM Edgar Pabon, Period: AWI, Scale: 25/28mm, Rules: Blood & Steel
Blood & Steel is stepping out of its Victorian Era sandbox for a taste of rebellion as we commemorate the 250th anniversary of the US Declaration of Independence. With a focus on fighting in the skirmish lines, this game will feature some of the more famous/infamous units in the AWI.

(213) Droid Wars - Battle on Dumas

Thursday 7pm, 4hrs, Players: 6, GM Jessee Scarborough, Period: Sci-Fi, Scale: 10mm, Rules: So Convenient for Hewing
Having driven off the highguard protecting the planet Dumas, the Colonial Development Union (CDU) has landed an expeditionary force, a battle droid combat team, to seize control of the mines. The CDU force first captured the spaceport, and now marches on the mines. The droid force encounters a cadre of troopers from the Alliance of Independent Worlds and battle results. Played using a mod for the rules, “So Convenient for Hewing.”

(36) Iron Reich Rising: The Battle for the Dark Side of the Moon

Thursday 7pm, 4hrs, Players: 6, GM Jeffrey Whitlock, Period: Pulp, Scale: 25/28mm, Rules: LUNAR
Set in 1971 at the height of the Cold War the forgotten joint US and Soviet mission to eradicate nazis who have nefarious plans to destroy their enemies from the moon by launching a nuke at Washington DC and Moscow.

(305) Starbase over Rivera Kwai

Thursday 7pm, 5hrs, Players: 6, GM Joe Cato, Period: Sci-Fi, Scale: 1:2400th, Rules: Federation Commander
Klingon forces have penetrated deep into Federation space but the Klingon drive has paused to construct new bases to support further offensives.. A Federation task force has broken behind Klingon lines to free Fed PoWs working as forced labor to construct a new base station.

(204) CRAZY HORSE ATTACKS at SLIM BUTTES 1876

Thursday 8pm, 2hrs, Players: 13, GM Pete Panzeri, Period: Western Expansion, Scale: 25/28mm, Rules: Crazy Horse
In Sept 1876, CRAZY HORSE once again attacks the US Army, trying to repeat his recent stunning successes at ROSEBUD & LITTLE BIGHORN. But can he? Join our 150th Anniversary wargame of this significant battle.

(329) Gnome Wars: Treasure Island

Thursday 8pm, 3hrs, Players: 10, GM Jim Stanton, Period: Fantasy, Scale 25/28mm, Rules: Gnome Wars
Standing in the shade of the palm trees on this uncharted island, looking down at the faded map in his hands, all the treasure hunter feel a tad uneasy . Was the map real? The answer to that questions was just a short feet below his feet. In the distance a volcano starts to rumble and roar...

(265) The Battle of Assunpink Creek

Thursday 9pm, 4hrs, Players: 6, GM Mark Zaslavsky, Period: AWI, Scale: 25/28mm, Rules: Black Powder.
Jan 2, 1777, The British commanded by General Cornwallis attack American's at Trenton, N.J. commanded by General Washington. Fight the 2nd Battle of Trenton to resolve the loss from Christmas surprise attack of December 26th, 1776. It will be a hot battle on a bitter cold day.

Friday

(214) Starship Troopers: The Invasion of Klendathu

Friday 8am, 3hrs, Players: 6, GM Christopher Grau, Period: Sci-Fi, Scale: 6mm, Rules: Starship Troopers - Sector Sweep.
After the unprovoked meteor attack from the Arachnids, the MOBILE INFANTRY stands poised to descend upon the Arachnid homeworld, Klendathu! The FEDERATION needs you to do YOUR PART against the bug menace! SERVICE GUARANTEES CITIZENSHIP! FIELD PROMOTIONS GUARANTEED!

(549) 3 Ranks Deep – Guilford Courthouse

Friday 9am, 4hrs, Players: 8, GM Geoff Graff, Period: AWI, Scale: 15/18mm, Rules: Home Rules.
Following Daniel Morgan’s successful defeat of a British force with an unusual tactic, Daniel Greene tried the same. It was not as successful. Can you improve on the result, or change history?

(59) Border War in the Land of Ozz

Friay 9am, 4hrs, Players: 6, GM Dave Reiners, Period: ACW, Scale: 25/28mm, Rules: Wars of Ozz.
A mixed force of Munchkins and Impkins are trying to drive away a mixed army of Harvest and Winkies.

(464) Clash during the Zulu War

Friday 9am, 4hrs, Players: 6, GM Dave Wood, Period: 19th Century, Scale: 25/28mm, Rules: Combat Patrol
Junior leaders on both sides are trying to make a name for themselves by searching for a fight. Which side will win?

(556) Germantown 1777

Friday 9am, 5hrs, Players: 10, GM Bert Carney, Period: AWI, Scale: 25/28mm, Rules: British are Coming
Washington has been outmaneuvered again and The British have captured Philadelphia. Washington's daring plan is to attack the enemy at dawn. Can the Rebel army defeat the British and their Hessian allies? Can the Patriots overcome the obstacles and secure victory? Join the Rebels or fight the King

(543) HMGS Hobby U - Gearing Up For Gaslands

Friday 10m, 2hrs, Tickets: 6, Host: Joseph McGuire
Come learn how to turn Hot Wheels into glorious machines of death suitable for Osprey Publishing’s hot game Gaslands or other auto dueling rulesets.

(654) HMGS Hobby U Triple-Dog Dare You - pt1

Friday 10am, 75 minutes, Tickets: 6, Host Paul Sekits
3x Miniatures - representing convention Theme. Challenge is to paint all miniatures as well as a base - and enter them in a Painting Competition by noon Saturday. In part 1, we will cover the overall plan - and work to knock out the harder parts first - skin, faces, and eyes.

(522) HMGS Hobby U - Painting for Complete Beginners

Friday 10am, 75 minutes, Tickets: 6 Host: Francesco Nesci
This class is for people who haven't painted a miniature and want to know where to start. The class will cover base coating, washing, and dry brushing highlights. Everything you need will be supplied.

(688) HMGS Hobby U - Tanks a Lot!

Friday 10am, 75 minutes, Tickets: 6 Host: Dennis Jensen
In this class we will be learning how to paint 15mm tanks. While we will be focusing on US armor from WWII these techniques can be used in any period or theater! MULTIPLE EVENTS

(431) Wagon Wars!

Friday 10am, 4hrs, Players: 6, GM Frank Osborn, Period: Western Expansion, Scale 25/28mm, Rules Car Wars 6th Edition.
Grab your revolver and saddle up, partner! The working day is done and it's time for your team of cowpokes to race back to the saloon. First one back gets the luxury bed, last one buys the drinks. Yee-haw!. All rules will be taught.

(692) The Battle of Cowpens January 17, 1781

Friday 11am, 4hrs, Players: 4, GM Mike Fatovic, Period: AWI, Scale: 54mm, Rules: All the King's Men.
After winning the Battle of Waxhaws No Quarter Tarleton is now attempting to duplicate it at this cow pasture. Will the overconfident Tarleton be able to defeat the Patriots and possibly end the war or will the unconventional Morgan put an end to Tarleton dreams you decide.

(448) Turnip28: The Battle of Ham Hill

Friday 1pm, 3hrs, Players: 8, GM Emma Brower, Period: Napoleonic, Scales 25/28mm, Rules: Turnip28
Marching for days without food, your scouts have just reported a welcome sight: a pig farm on a hill. As your scouts move in to seize the succulent swine, they run into a rival regiment intent on the same objective. Now the pigs have been scattered and you'll have catch them before your rivals do.

(92) Death in the Swamps, 2nd Seminole War

Friday 2pm, 4hrs, Players: 12, GM David Partak, Period: 19th Century, Scale 25/28mm Rules Fistful of Lead.
Major Cooper built a fortification near Lake Holithlikaha. Cooper had a battalion of Georgia Volunteers, a company of US artillery, & one gun. On April 2nd, Osceola and his Seminoles descended upon the fort. Relief would arrive 16 days later. Can the relief column get through to the besieged?

(362) HMGS Board Game Library - Learn to Play Ticket to Ride

Friday 2pm, 1hr, Players: 5
A popular Train Game that is family friendly. Collect trains, build segments, to create route, for points most points wins

(509) The HAWKs Invitational Cross-country Road Rally

Friday 2pm, 4hrs, Players: 8, GM Eric Schlegel, Period: PULP, Scale 20mm, Rules: Future Race
Modify your vehicle and race around the course while battling both the other racers and the environment. Bumping is allowed (some say required) and style points will be awarded for the most spectacular wreak.

(612) HMGS Hobby U - Tiny Swamps

Friday 2pm, 2hrs, Tickets: 8, Host: Don Goddard
Learn the basics of poured epoxy water effects for terrain pieces. Using affordable clear hardware store epoxy, students will complete at least one terrain piece featuring a shallow transparent pool. Sharp Cutting Tools/Hot Glue/ or other materials may be used making this class unsuitable for youth.

(430) Trailer Park Warlords of the Apocalypse - The Big Hit

Friday 2pm, 4hrs, Players: 4, GM Brian Peak, Period: Sci-Fi, Scale: 25/28mm, Period: Trailer Park Lords of the Apocalypse.
Your warlord wants a rival gang member taken out—permanently. But surprise! Their warlord wants one of your crew gone too. It’s like a deadly Secret Santa, but with more bullets and fewer cookies. Will your gang deliver the hit and bask in glory, or botch it and suffer the wrath of your warlord?

(54) Zombies in Ohio

Friday 2pm, 4hrs, Players 8, GM Donald Carter, Period: AWI, Scale: 25/28mm, Rules: Mein Zombie
1774 in the Ohio valley There is an uneasy peace between the local Natives and the white man. On night the sky fills with shooting stars. A small number of stones are found by both sides, Unknown these stones carry an illness. Can the survivors reach safety, or will the illness take them.

(320) Gnome Wars: High Seas

Friday 3pm, 4hrs, Players 8+, GM Eric Jacobson, Period: Fantasy, Scale 25/28mm, Rules: Gnome Wars
The landing parties have headed to shore to get the treasure. The members of the crew that stayed on the ship must try to keep it afloat and free from rival crews, natives, pirates, and anything else that floats! Hoist the black flag and load the cannons!

(327) Gnome Wars: Surf and Turf

Friday 3pm, 4hrs, Players: 8+, GM Mike Lung, Period: Fantasy, Scale: 25/28mm, Rules: Gnome Wars.
Captain Alvarado and his band of pirates are trying to evade the British pirate hunters and sneak onto a deserted island and get their treasure. The Captain best be on his guard for the British Marines are hot on his trail.

It looks like we're missing one of the three gnome games for the Mega-Game!  Stayed tuned for more info.

(192) HMGS WAR COLLEGE The United States Navy Fleet Problems: 1923-1940

Friday 5pm 1 hr Host: Dr Albert A Nofi
Come join Dr. Al Nofi as he discusses the U.S. Navy's Fleet Problems during the Inter-War period. Dr. Nofi is a distinguished author, historian, wargame designer and veteran speaker at the HMGS War College. He is also a member of the Board of Directors of the New York Military Affairs Symposium.

(555)  Battletech: Aiming to Misbehave

Friday 6pm, 4hrs, Players: 10, GM Ian Gordon, Period: Sci-Fi, Scale: 6mm, Rules: Battletech
Captain Murphy, a pirate leader, was living the life of good ol' fashion banditry until he stole from the wrong people; the Word of Blake. Fearing for his life, and the theft of his hard earned ill-gotten goods, Murphy is now hastily trying to evacuate his treasure off planet.

(565) STARBLAZERS – The Action at SAMAR SEVEN

Friday 6pm, 4hrs, Players: 8, GM Paul Meyer, Period: Sci-Fi, Scale: 1:2400th, Rules: NOWS Starblazers
Space battleship Yamato re-creates the action of her historic namesake as she leads a surprise strike on a lightly defended Comet Empire carrier group. Beware Yamato – things didn’t go so well in 1944!

(457) Paul Revere: Werewolf Hunter

Friday 7pm, 3hrs, Players: 6, GM Gregory Priebe, Period: AWI, Scale 25/28mm, Rules: Fistful of Lead
The first shots of the American Revolution are about to be fired, but something far older and more savage stalks the roads outside Boston. Paul Revere and his allies must face British regulars, Hessian troops, and the threat of werewolves lurking in the darkness.  MULTIPLE SESSIONS.

(478)  Tripod Down!

7pm Friday, 3hrs, Players: 7, GM Buck Surdu, Period: Sci-Fi, Scale: 25/28mm, Rules: Gaslight.
A scratch group of defenders has managed to destroy a Martian tripod. The Marticans are displeased and launch a force into Midsommer to take revenge and rescue the vehicle crew.

(207)  STAGECOACH - THE WILD WEST QUEST

Friday 8pm, 3hrs, Players: 13, GM Pete Panzeri, Period: Western Expansion, Scale: 25mm, Rules: Crazy Horse
It’s YOU, John Wayne & a Coach “FULL-of-CHARACTERS” to endure a HARROWING & UNPREDICTABLE STAGECOACH JOURNEY & face swarms of APACHE! (Like the MOVIE) [U can BRING TEAM of 2-4 or we’ll assign U] ONE TIME ONLY AT Hcon’26!

(803) Star Trek Adventure 60th Anniversary

Friday 8pm, 4hrs, Players: 8, GM Bobby Edoo, Period: Sci-Fi, Scales: Other, Rules: Star Trek Attack Wing
Come and join Star Fleet or one of the other factions in a Star Trek Adventure 60th Anniversary, where you can command a star ship while leading your crew to mission success. The missions will be daring, phasers will be set to kill and the glory timeless.

(318) THE ANNUAL HISTORICON GNOME JOUST!

Friday 8pm, 2hrs, Players: 24, GM Maja Jacobson, Period: Fantasy, Scale: 25/28mm, Rules: To Cry a Joust
It's that most-anticipated time of the year! The Joust! Where everyone is equal until the dice bless or curse you! Rules taught. Quick, easy, FUN!

Saturday

(475) Stabby Stabby

Saturday 8am, 4hrs, Players: 8, GM Kevin Fischer, Period: Fantasy, Scale: 25/28mm, Rules: Feudal Patrol
An Orc War Patrol is making their way through the woods; in advance of the bigger war bands. It is up to a group of brave adventurers and some mercenaries to blunt this reconnaissance in force as the town readies itself.

(559) Haiti 2004 

Saturday 9am, 3hrs, Players:4, GM Martyn Kelly, Period: Modern, Scale: 25/28mm, Rules: Force on Force
The local population has not taken the US overthrow of their leader very well. A US Marine platoon comes under fire when passing through a small Haitian town in 2004. Knowledge of the rules is not required. A fast paced game. No food or drink at the table. MULTIPLE SESSIONS

(271) Pillage in the time of King John

Saturday 9am, 3hrs, Players 4, GM Tony Marano, Period: Medieval, Scale: 25/28mm, Rules: Pillage.
During King John's reign rebel Barons & the King's men alike raided & plundered castles, & villages across the Realm. Will you be looting the villagers to gather the King's taxes or to strike a blow against your foemen's demesne? Or will you be defending your peasants from the lawless marauders?

(473) Revolutionary War Meeting Engagement

Saturday 9am, 4hrs, Players: 6, GM: Chris Palmer, Period: AWI, Scale: 25/28mm, Rules: Wars of Eagles and Empires.
Playtest of a Revolutionary War version of the popular "Wars of Eagles & Empires" game system. British and American forces stumble upon each other unexpectedly on a hot summer's morning.

(613) The Twinkie Heist

Saturday 9am, 4hrs, Players: 8, GM Tu Tran, Period: Sci-Fi, Scale: 25/28mm, Rules: Mein Zombie
You overhear the Snowball gang talking about looking for a huge Twinkie cache hidden nearby. It’s time to gear up for The Twinkie Heist! Come join us for some lighthearted, cooperative fun as we venture out to search for these delicious treats.

(32)  HMGS War College   The US Army and Philippine Army in the Philippines 1902-1942

Saturday 10am 1 hr Host: Dr John Gordon
The evolution of the US Army and Philippine Commonwealth Army from 1902-1942 will be discussed, including organization, weapons, and plans. Combat operations of MacArthur's ground forces in the 1941-42 campaign will be reviewed.  

(519) HMGS Hobby U - Quick and Dirty Terrain Painting

Saturday 10m, 75 minutes, Tickets: 6, Host: Matthew Fridirci
This class will take a hands on approach to getting terrain table-ready in quick fashion.

(487) HMGS Hobby U - Stone Walls - They Aren't Always Gray

Saturday 10am, 2hr, Tickets: 6, Host: Tim Peaslee
The color of a stone wall will depend on what area it is built in. From traditional granite of New England to the moss covered sandstone of the Ohio Country, and even down into the dark, damp caverns. Learn to paint walls that break the norm.

(341) Gnome Wars: The Ruins on New Providence

Saturday 11am, 3hrs, Players: 8+, GM Eric Jacobson, Period: Fantasy, Scale: 25/28mm, Rules: Gnome Wars
After the attacks of the Great Gnomish Treasure Hunt on Friday, who will finally gain control of the port of New Providence? And what are those odd drums off in the distance?

(236) HMGS War College -  Lt General John Burgoyne and the 1777 Saratoga Campaign

Saturday 12pm, 1hr, Host: Douglas Cubbison
British Lt General John Burgoyne was one of the most controversial figures of the American Revolution. Burgoyne's own papers, eventually found in government archives, will be examined, as will Burgoyne's thoughts and actions during his service in North America.

(520) HMGS Hobby University - Quick and Dirty Terrain Painting

Saturday 12pm, 75 mins, Tickets: 6 Host: Matthew Fridirici
This class will take a hands on approach to getting terrain table-ready in quick fashion.

(566) Sherlock Holmes: A Serial Killer in London

Saturday 1pm, 3hrs, Players: 8, GM Tim Hartman, Period: 19th Century, Scale: 25/28mm, Rules: GASLIGHT
Holmes and Watson are called upon to solve a series of murders by a serial killer. Lots of interesting characters with twists and turns. Play as law enforcement or as a Perp.

(489)  Armies for Kids - American Revolution

Saturday 2pm, 2hrs, Players: 6, GM Eric Schlegel, Period: AWI, Scale 54mm, Rules: Milk & Cookies
Pick an army and fight for independence or to suppress the rebellion. Rules are easy to learn and will be taught by the GM. At the end of the game, players will take home enough troops, terrain and game materials to fight their own battle on the dining room table. Kids under 12 only please.

(658) HMGS Hobby U - Things That Go Bump in the Night - Giant Tentacles

Saturday 2pm, 75 minutes, Tickets: 10, Host: Paul Sekits
Sailors of old and pirates all - greatly feared the bump of tentacles against the ships they sailed. The class walks through how to transform a novelty pen and items found in hardware stores into a giant Octopus/Kraken Tentacle. Majority of time will be spent painting a tentacle to take home...

(428)  Trailer Park Warlords of the Apocalypse - Beer Run

Saturday 2pm, 4hrs, Players: 4, GM Brian Peak, Period, Sci-Fi, Scale: 25/28mm, Rules: Trailer Park Warlords of the Apocalypse
Some scrappy gang stumbled across a glorious stash of beer—liquid gold! But then, boom: ambush. Now the streets are glittering with cans like a frat party exploded in a war zone. It’s yours for the taking… if you can dodge bullets, rival gangs, and your own thirst-induced bad decisions.

(209)  ULTIMATE LITTLE BIGHORN 1876

Saturday 2pm, 3hrs, Players:16, GM: Pete Panzeri, Period: Westward Expansion, Scale: 25/28mm, Rules: Crazy Horse
THE WHOLE BATTLE (of the “GREASY GRASS). Join Pete, award winning Little Bighorn author, & decorated combat vet— for a 150th Anniversary 28mm WARGAME. THIS IS IT! The greatest battle of the WILD WEST 

(481)  Undead versus Hobbits and Allies

Saturday 2pm, 4hrs, Players: 6, GM: David Wood, Period: Fantasy, Scale: 25/28mm, Rules: Bear Yourself Valiantly
An undead army is invading the Hobbits homeland. But the Hobbit scouts have been tracking the force and some allies have sent reinforcements. Will it be enough to save their homeland?

(81) HMGS War College - China's Northern Expedition 1926-28

Saturday 4pm, 1hr, Host: Ching Chin
China's Northern Expedition 1926-1928 reunited China through the First United Front between the Communists and the Guomindang "Nationalists" and their break-up, setting the stage for World War II, and the post-war Communist victory.

(328)  Gnome Wars: The Raid on New Providence

Saturday 5pm, 4hrs, Players: 8+, GM Jim Stanton, Period: Fantasy, Scale: 25/28mm, Rules: Gnome Wars
Captain Alvarado and his band of pirates are trying to evade the British pirate hunters and sneak onto a New Providence and get their treasure. The Captain best be on his guard for the British Marines, and anyone else looking to collect the bounty on his head, are hot on his trail.

(534) Plastic Pirates Plunder Paradise

Saturday 6pm, 2hrs, Players: 8, GM Geoff Graf, Period: Age of Sail, Scale:40mm, Rules: Plastic Pirates
They’re Baaaaacck! The Little Lego Looters have returned. And again Paradise Isle has problems. The colonists and the natives are friendly, (or are they?), but when the pirates come everything changes. A game for the young. Reading is helpful.

(454) Doctor Who: Lock, Stock and Two Smoking Daleks

Saturday 7pm, 3hrs, Players: 6, GM Gregory Priebe, Period: Sci-Fi, Scale: 25/28mm, Rules: Doctor Who Miniatures Game
England, 2007 A.D. The Army of Ghosts and the Cult of Skaro are attacking. The streets are a warzone. How long can you survive? Join us for a laid-back evening of hijinks with the Doctor, Daleks, Cybermen, and Torchwood in this revival of Karl Perrotton's classic Salute 2010 participation game.

(93) Shootout in Chaparral, New Mexico Territory

Saturday 7pm, 4hrs, Players: 13, GM David Partak, Period: Westward Expansion, Scale: 25/28mm, Rules: Gunfighters Ball
Not far from the Mexican border town of Ciudad Juárez lies the sleepy little town of Chaparral. Once made up primarily of Hispanics and adobe buildings, the town is being changed by Americans moving in, and tensions are rising. The tequila, whiskey, and blood will flow in the streets.

(3) The Battle of Long Island August 27, 1776

Saturday 7pm, 4hrs, Players: 6, GM John Mitchell, Period: AWI, Scale: 15/18mm, Rules: Hold the Line. 
On August 22, 1776 the British landed on Long Island. Washington, ordered to defend New York city, positioned his Army on a group of hills North of them with the East River at his back. Easy rules to learn. But the need to make tactical decisions each turn, make this a great convention game!

(510) HMGS Hobby U - Iron Paintbrush

Saturday 8pm, 3hrs, Tickets: 30, Host: Todd Pressley
Teams are given limited time and an unknown bag of components to complete a theme decided by a die roll. Can you say random? The Hobby University crew will throw in a few curve-balls as well. Team are made up of two to four people and test the iron will of the contestants. Theme: 250

(794)  Squad Leader with Miniatures
Saturday 10pm, 3hrs, Players: 5, GM Noor Ampssler, Period: WW2, Scale: 6mm, Rules: Classic Squad Leader.
Hedgehog of Piepsk Scenario: Russian infantry assault a German occupied village. Very large force of Russian infantry versus a small force of German defenders with a serious amount of MG42s, numbers versus firepower. Hidden deployment. Not a game for rules lawyers.

Sunday

(465) Contact

Sunday 8am, 3hrs, Players: 6, GM Kevin Fischer, Period: Sci-Fi, Scale: 1:285, Rules: Starfighter
The Macross must take out a blocking battleship but the enemy won't let them do so. A pitch battle will determine of the Macross can destroy the battleship or will the Zentradi damage or destroy the Macross?

(458) Battle in a Box Chariot Racing

Sunday 10am, 2hrs, Players: 6, GM Buck Surdu, Period: Ancients, Scale: 10mm, Rules: Roman Circus II
Players race 10mm chariots around the track. The whole game folds into a 4L Really Useful Box. Practice reading Roman numerals before the game. The rules are fast and fun -- a great last game for a convention. Don't leave Saturday night. Stay and drive chariots on Sunday.

(508) The Cult of the Red Dragon

Sunday 10am, 2hrs, Players: 8, GM Eric Schlegel, Period: Fantasy, Scale: 25/28mm, Rules: Milk and Cookies. 
Bands of adventurers are exploring a secluded valley in search of fame and fortune, but the valley is controlled by the Cult of the Red Dragon. Who will succeed and who will be dragon kibble?

Friday, April 24, 2026

Mepacon 51 - What to Run?

The proverbial ink isn't even dry from Mepacon 50 last weekend, but it is a good time to think about events for Mepacon 51, taking place November 13-15, 2026, just outside of Allentown, PA at the Delta Hotels Allentown Lehigh Valley at 7736 Adrienne Dr., Breinigsville, PA 18031

For this last con, I asked the question "What to run?" to the gaming community at large, and its no surprise that the most successful events were the winners from the survey.  a

With the theme of 51 turning to "Aliens" I have set up a poll to take everyone's input.  You should be able to vote for multiple options.  Thanks everyone for your help! 

1 - Death Planet Iota (Fistful of Lead - Galactic Heroes):  Death Planet Iota is my take on the wormhole/ "junk planet" where you can take figures from all sorts of games and plop space marines with Star Wars or Star Trek.  Obviously, only the strong survive, but within the confines of the City of Carf, the intergalactic refugees huddle together to last just a bit longer.  My daughter, Maja, and I ran our oversized but simple board at Historicon for over 50 players (over 100 when we add in the gnomes and the joust at that spot for the weekend).  

I have conversion notes for most intellectual properties, so I might allow you to bring a smattering Fallout figures to fight Orks or Jawas or Mouslings.  

2 - Burning Plastic - Green Army Guys who are secretly robots fighting a distant galactic war for their mysterious galactic overlo.... who am I kidding, people just like to make scout floaters careen into their own troops and self destruct robots against enemy tanks... and chuck dice at the table.  

3 - Legions of Steel - Most of the classic 90s miniatures game involves the valiant troopers of the United Nations of Earth (UNE) fighting the invading hordes of alien robots known as "The Machines" (or Legions of Steel), but running four or six player games could finally justify me painting up the other alien races from the game.
4- TWERPS Science Fiction Theatre - TWERPS is the "The Worlds Easiest Role-Playing System" and I have a track record from early Mepacons (and the Bogglecon/Lehicon lineage) of taking classic Sci-Fi RPG material and boiling it down to it's base components.   Quick two hour sessions, heck players could jump in and out... all in the name of having fun. 
5 - TOON - "Don't Blame Me, I Voted for Kodos" - I still have people who couldn't jump into my classic "Cthulhu Comes to Springfield" game, so perhaps a game based in the future of the classic Treehouse of Horror episode might appease the masses... and the theme? 
6 - Star Wars d6 - I know a handful of folks I would prefer to PLAY in the their Star Wars game, but if needed, I have no issue running a few sessions.

7 - GURPS: Humanx -I'm stretching here, but GURPS, plus the long out of print sourcebook of Alan Dean Foster's novels, plus the con theme, brings back high school nostalgia.

8 - Classic Traveller - Yes, there's some aliens in Traveller, but in a bit of nostalgia, I remember playing in a "Intro to Mega-Traveller" game run by Ray George at Lehicon IV, and I do believe we still killed off one of the players' characters during character creation.

9 - Other - Surprise me...  The Mepacon crowd always does.

Wednesday, April 22, 2026

Mepacon 50 Review

Let's be honest, Historicon is the pinnacle of conventions for me.  

But by golly, a well-run Mepacon is a close second. 

Even mid-afternoon on a Friday, the place is jumping!

As faithful readers of the blog have seen repeatedly, this past weekend for Mepacon (Originally the Mid-Eastern Pennsylvania Convention).  This year the convention remains outside of Allentown, PA off the PA Route 100 exit, a fine facility that can barely hold the majesty of the local convention.  

In addition to the four different events I was running, I had the pleasure of bringing my daughter, Maja, with me.  She drives now, so she drove down from Albany after work, with a surprise guest: her younger sister, Millie.  Millie games as well, but her plan was to spend a weekend of AAU basketball as a  spectator, watching her best friend play two levels up at 17U during a college coaches showcase.  

Friday

I took all of Friday off, and it was a good idea, as I was still formatting and printing off handouts for my games up until noon.   We finally ventured down the PA Turnpike, with no issues and arrived at the The Delta by Marriott Hotel with plenty of time to unload my stuff, let Maja figure out the compact arrangement of the convention, and for me to set up my afternoon Burning Plastic game. 

Burning Plastic, a game where green army guys represent robots on a futuristic landscape where 100% casualty rates aren't just acceptable... they're expected.  We started playing this at cons in the mid-90's, sold a few books along the way, and for the 50th (and nostalgia-fueled) Mepacon, it was a no brainer.  

I was placed within the "hallway" area, mixed within the solid Battletech contingent, although my request for a square/rectangular table was seized by the B'Tech boys for a layout that I never saw an actual game at.

Note to self: Specifically request Table #52 for Mepacon 51... all slots.

The infamous table 52....

I had the best of both world in my first game.  Two brand new players who slowly learned the twisted insanity of Burning Plastic... and two old buddies, Cyrus and George, who played the game back in the 90s.  

I have finally joined the internet trend of taking a picture with my players, post-game (and post-clean up!)

No matter your experience, when robots start self-destructing, and air strikes (chucked dice) make the men line up like it's a penalty kick, you can throw that right out the window.  

Friday night was supposed to be my Talislanta "The Crystle Dungeon" game.  This was my first ever convention game I GM'ed back at Lehicon IV in March of 1991.    The plot was the same, with lots of wiggle room, the characters still pulled off of the 1988 2nd edition rules (the classic heavily tattooed Thrall on the cover).   I was prepped for a classic, successful convention game, updated to more modern accoutrements and set-up. 

Despite the "Looking for Players" placard, I had none, and after 45 minutes or so, I packed that up and wandered the con.  

The silver lining?  The entire game is finally in a file folder, and two separate files digitally.  


Maja participated in an Improv seminar and played in a playtest promo of a fun game called Community Cats, which, when it becomes available, will end up at her house, to be gleefully played by her sister and mother. 

The one thing that always impresses me about the Mepacon is its history giving burgeoning game designers and companies a platform to show off their games, and playtest their new ideas.  There was quite literally a corner of the main ballroom labelled "Break My Game" were designers gleefully recruited players of all sorts to try out their concepts, some with simple mock-ups, others with more elaborate set-ups and specific artwork.  It's always full of players, but always looking for more.


I spent a good portion of the night waiting for Maja to finish the nightly LARP.  I can probably blame Carcosa Creations with Maja quitting basketball and focusing on drama and music more.  It's not a complete coincidence that the timelines converged after her first LARP experience at an earlier Mepacon back at the Bar with No Name at the (former) Holiday Inn off PA 512 in Bethlehem.  The only thing she asked about going to Mepacon was if there was a LARP.  She was in her glory when she found out there was one each night!

After midnight, we got in the car and drove over to my Mom's in Easton to crash for a few hours.

Saturday

Pure nostalgia for me, as we left my Mom's early and drove 2 1/2 blocks to the Palmer Diner for breakfast.  It's always been a little hole in the wall diner, with fond memories of the 80's, my sub-zero weekend deliveries of the newspapers, always had my Dad sitting in the truck, keeping the cab toasty, just in case I need a moment or two to get warm, then, as I finished the last paper on the top of Greenwood Ave and John St, we'd turn around and grab breakfast at the diner.  There's nothing particularly special about those memories, or perhaps that's what makes them special.

After a solid breakfast, we made record time back to Fogelsville and I set-up for round two of Burning Plastic.  This time I was away from the Battletech crew, and sort of shoved in  corner.  But if the corner involves the "cupcake ladies" aka Quigley's Cakes.  There have been professional geek-themed cupcakes at Mepacon for the better part of ten years, maybe more, and even if money is tight that weekend, there's a two cupcake minimum.  

At better yet, for my own health's sake, no random Burning Plastic airstrikes made their way over to take out the cupcake displays.

A low-key casual ViscountEric, sporting a Next Gen jersey.

The game was another rousing success, with my players pushing the limits of the ruleset (adding buildings to the table brings up new questions that a traditional empty expanse of microchip and hydraulic fluid death do not.  


Saturday afternoon was thwarted by the most adorable six-year old girl.  

Going for nostalgia, I went with running the older River Horse Press version of the My Little Pony RPG.  I ran plenty of two-hour sessions of it back in the day, and I thought I had the perfect set-up.  

A mom, a dad, and their simple brilliant and delightful six-year girl... and my 17 years old Maja, feeling nostalgic for the game.  We had made Ponies, we were two seconds from rolling some Rory's Story Cubes to set up the plot for the adventure, and the youngest lady had a "Code Brown (Upper)" that made quite a mess.  

Obviously, the game was scrapped, the parents could attend to her.  The con staff (as always) was super responsive and within twenty minutes the hotel staff had the area cleaned, sanitized, and a new tablecloth on the table.  

No pictures of the catastrophe, but here's an explosion on a SILENT DEATH (!) table.

6pm-8pm Auction Time:  For the times before Mepacon there has always been a two hour mandatory break, with no games.  Some grab food, some take a nap, but most show up in the ballroom for the raffle, the winners of the dice guess, and the costume and coloring contests, and the auction.  

I've ranted about the auction in my Mepacon 49 review.  It's a different time, a different economy, and with that, there was a lot of mid-range stuff that simply did not garner bids because the opening bids were too high.  Not the fault of the auction rules, just a newer group of folks trying to use the auction to make money.  

The most heartfelt part of the two hours and Katie Brad, the convention director, holding back just the right amount of tears to thank everyone who had helped the con achieve it's success over the last twenty-five years.  The same extended group of friends volunteer and operate the con in some capacity since 2001.  In fact, when Katie did ask for a number of showing of hands for the classic "Raise your hand if it's your first Mepacon... Raise your hand if you've only been at Mepacon at the Delta... or if you were at White Haven... Scranton, Clarks, Summit.. or even the lone con in Jersey."

When she got to Mepacon 1, she brought those folks up... Of that small contingent of less than a dozen, only my friend Scott and I were not wearing current con staff (Ed Leheman, who retired from con, is con director emeritus by default).

And then I remember I was auction director for that first con.. so Scott was just a normal paying attendee...

The back of this year's con t-shirt.  It's been a most unusual ride....

And since we're old enough to remember "the good old days," we realized afterwards that for genealogical sake, there are only a half-dozen of us who can trace our con lineage to Lehicon 2 or 3 in the early 90s.  

God I'm old. 


I ended Saturday night with another much-demanded event: TOON - Cthulhu Comes to Springfield. What was once multiple one-hour "episodes" has been shrunk down to a two-hour "very special episode" of "Krusty the Kultist."

The first hour, the Springfield kids worked hard to make their secret prize to Krusty's sleep-away camp a nuisance for the adults to find them.  In the end it was the heroic group of Marge Simpson, Grandpa Simpson, Principal Skinner, Groundskeeper Willie, and Duff-Man who may have saved most of the wee children.  There were heroic but gruesome deaths for Grandpa and Nelson... but the most sanity shredding was the complete murder of Maggie. 

I'm proud to say that there were a circle of at least four more old players of the scenario, playing at the adjacent tables. 

Maja's day was lounging about in the morning, hanging out between the Burning Plastic and the cupcake ladies, played a game of Rock-n-Roll Brouhaha, took a nap in the car before dinner with me, snagged a game of Penny Black from the board game library, and made me stay till midnight with the LARP.  After a Wawa stop, we were home by 1am.

Nothing like waiting for the LARP wrap-up (This was Friday).


SUNDAY

Unlike Mepacon 49, I did not go Sunday, preferring to clean out the car, and coordinate the return of the youngest child, Millie, from her friend's basketball tournament in Lancaster.  As it was my birthday, we had some ice cream cake, the girls got me some extremely practical minis from the local game store, and I got to hang out with them before they headed back to upstate New York.

SWAG:  I honestly tried to peruse the multiple vendors, but, in the end, I grabbed some Car Wars stuff from the Auction buyout.   

Maja, I realized, is the bloody demographic they're looking for with the vendors I would call "peripheral"  She bought crafts and book pouches, and even some stuff for her sister, coming back to dear old dad to fill up her coffers again. 

Let's not take my downplaying of the vendors fool you, there were some heavy hitters showing up for a 500 person con. 


Mepacon 51 will be back at the Delta, November 13-15, 2026 | Lehigh Valley, PA.  The theme will be sci-fi, so I'm thinking about claiming Table 52 early and running on-going Fistful of Lead, although I still have a contingent that wants to me to run more and more Burning Plastic.   I guess it will be time to set up another poll!

Wednesday, February 11, 2026

The Cold Wars 2026 Review Collection

Another Cold Wars, another goose egg for the Stout Gnomes.   We all had different reasons, but none of us ventured down to Lancaster for Cold Wars 2026.   Actual reports are as sparse as the attendance.  Let's be honest, it wasn't promising when you take the tournaments out of the Lampeter room, and you swap them with the bloody dealer's hall.  

But I'm always one to review reports, and here's the ones I've found thus far.  It's a work in progress, so I'll add the other ones as they appear. 

Still prepping for a big weekend at Historicon in July, events should be posted shortly.  

Thursday, November 20, 2025

Mepacon 50 - What to Run?

So, Mepacon 50, our local con here in Pennsylvania, is being held April 17-19 outside of Allentown, PA.  

I'm still trying to verify any scheduling conflicts, but as of now, I'm dedicated to not only attending, but running games as well.

And that brings up the big question: What to run?

I've been attending Mepacon since the first one, and if we go back through the convention's genealogy, there are only one or two attendees who can claim an earlier claim.  

The fiftieth con is the best time to consider a "Best Of" selections of my convention games.  Introduce some great games to a new generation, upgrade a few that might not present well theme or statistically.  

I have set up a poll to take everyone's input.  You should be able to vote for multiple options.  Thanks everyone for your help! 

  1. Talislanta - (2 HOUR)  The Crystle Dungeon - Lehicon IV 1991 - My first ever convention game for teenage, essentially a dungeon crawl that luckily was filled with adolescent players.  Will need an overhaul (and I'd use 2nd or 3rd Edition for simplicity... it's one of the reasons I fell in love with the system.

  2. TWERPS - (2 HOUR) Showdown on Starmist  - Bogglecon 1995  - "The Worlds Easiest Role-Playing System" is normally a silly hex-based beer and pretzel game, but I've turned it into a four-hour convention game a few times.  Cutting it down to 2 hours for fun and clarity.  

  3. TOON - (2 HOUR) Cthulhu comes to Springfield - Lehicon VI 1994 - Classic (90s) Simpsons Characters and the Cthulhu Mythos... using Toon!  Each  "epsiode" ran an hour... so I just need to pull out the better scenarios like "Krusty the Kultist" or "The Reactors of R'yleh"  

  4. GURPS/RISUS - IOU  (2 HOUR)   SCAVENGER HUNT - CoveCon 1996 - Perhaps my most perfect convention game ever, back when GURPS was my jam.  Cross-dimensional, multi-genre Illuminati University and a simple case of a campus wide scavenger hunt.  

  5. My Little Pony - (2 HOUR) Friendship is POWER  - Mepacon 33-35 - I admit, I ran the My Little Pony: Tails of Equestria game (River Horse Press) to help fill up the Kid's Block of game.  If the games weren't in direct conflict with the kid's LARP or scavenger hunt, they were rousing successes and great memories.  

  6. Hackmaster - (4 HOUR) Pirates of the Beluga Chew -  My Mepacon 2 game.    The best and more of the best of what made Hackmaster great.  

  7. Burning Plastic (HOUR) - Bogglecon, Lehicon Jr, UBCon, Mepacon 26 - The game of green army men who might represent killer robots.  

  8. Gnome Wars - (4 HOUR) Tales from the Front (Yard) - Mepacon/Historicon/Cold Wars - Gnome Wars is a 30mm Miniature game using garden gnomes of many nationalities to fight battles based on World War I tactics.  We run the game at HMGS conventions to hundreds of satisfied players.  Heck, we've even had a game or two in run up at the Clarks Summit Mepacons (25-30?) 

  9. Legions of Steel  (2 HOUR?)- Lehicons/Bogglecons/Origins - The classic mid-90's miniature/board game where we answer the question, "What if Space Hulk replaced Genestealers with Terminator robots that shot back?"  

  10. Illuminati (4 HOUR) -  The original no-frills Steve Jackson version.  Okay, maybe the expansions. 
  11. Car Wars (4 HOUR) - Choosing this one means I finally scratch a decades long itch to play the game and hook a whole new generation in the original rules. 
  12. Fistful of Lead - Fistful of Gnomes - Historicon - I love my gnomes.  And another option is using the same figures in skirmish/mission settings using my favorite minis system, Fistful of Lead.   

  13. Fistful of Lead - Galactic Heroes -  Historicon - I also run a mean multi-dimensional sci-fi town with Star Wars, 40k, Firefly, and other characters playing side by side.  

  14. D&D - Isle of the Abbey - We lost one of the godfathers of Lehigh Valley conventions, Mike Griffith, this past year.  It can be argued pretty well that without him, Mepacon would have never come together 49 conventions ago.  I believe Isle of the Abbey was one of his go-to convention games, so it makes sense for somebody else to run it, updated to the current edition.  

  15. D&D - The Jade Monkey - Mike's partner in crime for many early cons was Joe Ward.  I don't his status, but his running of this RPGA scenario is one of my fondest memories of convention gaming. 
  16. D&D - They're Only Kobolds - Joe's trademark game.  PCs vs classic dog-faced kobolds.  How hard can it be?

I think that's a healthy enough 

Wednesday, November 19, 2025

Mepacon 49 Review

As the loyal blog readers know, I didn't attend Fall-In 2025 down in Lancaster  this month, my first autumnal absence in many years.   To make up for it, I applied all my gaming energy to being a mere attendant at Mepacon 49, in Allentown, Pennsylvania. 

Not to make the folks who run this thing feel old, but MEPAcon (Mid-Eastern Pennsylvania Gaming Convention) started at the turn on the century, trying to focus on gaming in the Lehigh Valley.  That's been a long an circuitous journey moving through the years between Wind Gap, Easton, a trip over the bridge into Phillipsburg, New Jersey, a few spots around the Scranton area and the Poconos, before returning to Bethlehem a few years ago, and finding a spot off the Fogelsville exit this year.  

Friday

I did manage to get down pre-rush hour on Friday.  The Delta by Marriott Hotel is right off I-78 and PA Route 100, within immediate walking distance of a Burger King and a Taco Bell.   I was dreading some ulterior forces working against the con when I couldn't find parking in the first two lots, and the overflow lot at 50% capacity on a Friday afternoon.  

Picking up my pre-reg was  a breeze (no QR code printing yet, but they did print out badges and raffle tickets ahead of time) and I quickly discovered why the parking lot was as full as it was.  

The picture above is a 3pm shot of the main ballroom.  ON A FRIDAY afternoon for a local con!   Definitely a good problem to have.  

The conference/ballroom space was divided to a larger main ball room, a room for all the D&D Organized Play, and a room for minis, other games, and a utilitarian space for the LARPers.    I perused the vendors bordering the main ballroom  and good lured into a party game "Two Rooms and a Boom". 

The players are all secretly part of a red faction or a blue faction and are randomly assigned to two teams.  The objective simple.  Question your fellow teammates, have the leader of the group "exchange hostages" with the other team for a few rounds, and once that continues until the final round, if the "President" (Blue Team) is in the same room as the "Bomber" (Red Team), the red team wins.  If they don't end up like that, the Blue Team wins.    We played five games of that, adding additional complications to the objectives.  It was fun, and I was warmed up for the con.

The "others" in Two Rooms and a Bomb
For my second game, I got into Hairfoot Jousting.  I was a originally excited about the release of this game, but less so as more information came out.  While it was not going to usurp our traditional jousting rules for the HMGS cons, it looked fun enough to give it a shot... and there was a weasel calling my name. 
Hairfoot Jousting
Our two teams of three went after each other with abandon and a complete lack of direction.  The mechanics were pretty simple, but the one thing that took a while for use to adapt to was the almost random movement of the mounts.  Every turn you rolled a d6 for a random movement template, and you must complete your movement unless stopped, so while you might be able to attack multiple foes, you could also hit your teammates or run into the fence.  I do believe that out of my ten hit points, I only took  four points from actually jousting combat.     I reminded me of Car Wars, but with random turning maneuvers, not taking speed into consideration.  It definitely has it's place for a quick convention game.

FASA Leviathan's miniatures game in the flesh!


That night, I had just slated myself for a Battletech game, when my friend Ed, convention director emeritus (He founded the convention), dragged me back into the conference room for his D&D game. 

He had me at "gnome"

I knew I was trapped when he handed bananas to everyone. 

Our little gnome group needed to retrieve an escaped goose, and while they were out there, investigate strange goings on at the community trash heap.  

The goose was rescued, the curse of the trash heap lifted.... and puns filled the air.  


The LARP room

After the game, I drove down to Wawa for a late dinner and drove to Easton to stay over my Mom's.  

Saturday

I woke up early enough to grab dinner at the Palmer Diner (I've been going there for forty years, the only thing that seems to change are the prices...)

Fantasy Treasure Hunt game that was much simpler than even Mordheim.

Honestly, my first concern for Saturday wasn't gaming, but getting my minis in the painting contest and my stuff into the auction.   I'll start my two part-rant about the auction with the huge disclaimer that in regards to the convention history, I'm the old biased guy sitting in the back, complaining how the green the grass was at the auction in years past. 

<History Lesson Time> When Ed and awesome group of friends who started the con, they were essentially taking over the reins of the Bogglecon local one day conventions of the 90s.  That organizer fell ill and couldn't continue... so the Mepacon crew took that model... which included the acution.

The auction originally was a "dollar auction": everything from a beat up module to a box of Magic cards would start at a dollar opening bid.  They've revised a number of concepts over the last 25 years,  like buyout pricing... and minimum opening bids based on a percentage value of said buyouts.  

I'm lucky to have checked out the new rules for this year before I arrived.... and I completely understand where they came from and why they did it
  1.   Everyone could have five "guaranteed" items for the auction.  These would be represented by a sticker on the auction slip.
  2.  Anyone registering as a VIP, could have 15 items for the auction.  Likewise a mere common registrant could pay $10 to move up to 15 items .
  3. Buyouts were still there for all items, so they established "MEPACON Marketplace," next to the tables.  You could place unlimited items in the Marketplace, and if they didn't get bought out, and if the auction crew got through the "guaranteed" items, they would start pulling items for auction from the Marketplace table, subject to time and their whims.
Needless to say, I brought in two bins of stuff, put nothing officially in the auction, and with the limited space, put a half-filled bin of stuff back into the car. 

More on that later....

</ History Lesson Time>

I was greatly pleased to see the miniature painting paint and take was back and better than ever.  Run by Brad Frable, and sponsored by Reaper, it was well-organized and a relaxing spot.  I actually finished two gnomes of mine that were close to completion, finishing a free Reaper frig and starting a second won later in the day.  

One of the cool things amongst all the vendors was a number of small press game manufacturers not only selling and doing demos of their games, but others playtesting their games that hadn't been produced yet!    I did get to play a fun little card and token game "Devil's Bargain"   I did well with getting enough points, but the other players owned my soul in some capacity.  

Dinner was on site, sitting at the hotel bar.  Certainly not dirt cheap, but I spent less there Saturday night for a beer and a brew than at a local brew pub Sunday night for a burger and a soda.  

The Bar... mere feet away from the ballrooms.  Beer and food were good.

These folks are part of the "Who's Who" of Mepacon

The Main Event: 
Six o'clock, the convention shuts down...  chairs all turn to the corner of the ballroom and the announcements are made, miniatures winners declared, and the auction begins. 

I did not win any mini prizes: that usually goes to Father/Son duo who always but in great work.  

<Auction Rant>  Another fun fact about the olden days of Mepacon: I was the auctioneer for the first couple cons.   I felt like I was having an aneurysm burst when the first item of the auction was a miscellaneous oversized board game that I probably ignored on my review of solicitations over the year."

" 'xxxxxx' the boardgame, opening bid, $36...."

*Crickets* 

It looked like the opening bid was 75% of buyout, rounded down...  Seven of the first ten items were like this and did not reach a bid... luckily the pricing and bidding improved the further they progressed.  

I first observed this back in Mepacon 43, but the glut of auction items are now board games of various shapes and sizes... has reached overabundance in the auction.    And whereas bidding in previous years were almost insane (more than retail for in-stock items that were sitting on vendor's tables discounted),  this year there were only wild pricing for a few out of print, Kickstarter exclusive, or charity items.  

My good news: all but three items were bought out in the marketplace, and I was okay bringing those three home. 

</Auction Rant>
Gnome sighting at the auction!
I chilled afterwards.  My buddy Wooly and his wife Jenny planned on showing up Sunday, and arrived at their hotel early, so I convinced him to come over, check out the site, and have a beer, before I drove him back and headed to my Mom's one more time. 

Sunday

Apparently everyone in Easton at 8am was grabbing coffee at Dunkin', so a quick stop to the empty drive-thru at the McDonald's across the street and I was on the road, Warren Zevon blaring from the stereo.  

I was shocked just how busy the main ballroom was for a Sunday morning.    There's a reason why Mepacon is getting folks paying $30 for a one-day pass, while HMGS people gripe that there's nothing going on... and it's technically free.

Sunday was packed until 3...

But for me, it was Battletech Sunday.  

It was a decade since I last played B'Tech, and over thirty since I played it at a con, but with Wooly and Jenny in from Johnstown just for Sunday it was a requirement.    As a bonus, our friend Droz, who runs stuff for Catalyst, was acting in a civilian, casual player mode.  

It was glorious.

It was there "Get to  Da Choppa" campaign event.... the player team trying to get a convoy of trucks to the drop ship on the other side of the table.  In the end, no one died, no Mech on our side was scrapped, and all the trucks made it.   By the grace of God, my tiny Commando suffered a whopping FOUR points of damage, while others right next to me were missing arms and partial torsos.  Even better I have credits and xp for their one going campaign, if I choose to return.  

"Old Man Wooly" and Droz ponder the final turns.

We capped off the weekend with a trip to BJ's Restaurant and Brewhouse, with special appearances by our friends Scott and Nate.  I did realize late that we did have a quorum to restart the Hackmaster campaign, but alas, I was stuck in the middle of the curved booth and couldn't get my dice.  It was a great time by all.  

The Hotel:  The Delta by Marriott really was a great site, nothing was spread out, and the bar/food was great and reasonable.   After years of trying to grow this con, after years of planning and changes, they finally cracked over 400 attendees.   Of course, this brings up the biggest concern: Scalability.  

They've over 400, but there's no way they can fit 500, so early registration was emphasized during the "Main Event".... and there's really no reasonable place to move into gradually.  It's a good problem to have, and an even better reason to set up my events for Mepacon 50.

Events:   Fair and plentiful.  Most D&D was in the organized play room,  and the boardgames still dominated the main portion of the ballroom.  Catalyst had their own little wing for Battletech, and a lot of support.

The Swag:   The biggest purchase at the con were a bunch of 3-D printed fantasy animal figures from Solar Forge Miniatures, and a potential order from some sci-fi figures to expand Death Planet Iota.  I also snagged a copy of the softcover Mutant Crawl Classics for ten bucks! 

I didn't grab anything during the auction, but I did grab some great items cheap... sometimes "free to a good home" during the Marketplace buyouts:  A copy of the Ghostbusters International boxed set, some miscellaneous terrain pieces, a copy of 3-D chess from 1979, and the Star Wars (West End) Mos Eisley miniature set, still in the shrinkwrap!  Since I need half of those figures for new paintjobs, they'll definitely hit the queue after the holidays. 


Mepacon 50: A Golden Jubilee, will be back at the Delta, April 17-19, 2026.  More posts to follow, but I'm thinking a "best of" series of RPGs, with Maja running some gnome or sci-fi Fistful of Lead, so she can jump into the LARP.

From the conference room:  "Horizontal Jenga" or "Bob's First Day at the Crucifix Factory wasn't gong so well..."