Your life wasn't normal, but you had a house, a car you drove to your job, friends you played poker with on a Thursday evening. You had a Best Buy Mastercard and were working on getting your handicap down to 11. You also had three passports and speak 5 languages, because you used to be a spy. Then you were burned, and put into deep freeze; persona non gratis. Espionage is a wilderness of mirrors and a game of shadows, and for just a moment, you saw behind the curtain and saw the unbelievable - Vampires are are real. When you looked into that Abyss, it looked back, and you were lucky to get out with your life, because you took a chance that the synthesized voice on the other end of a burner phone was on the level with you. Not everyone in your team was so lucky.
Now you're southern Kentucky, with a borrowed name, the contents of your go-bag, and the name of the first rung on the ladder out of the deep freeze and into the sunlight. Your only friend is a voice that might answer the burner phone, and you've got nothing left to lose.
Everyone here had their own reasons for joining the cult. Everyone had something they wanted to escape. Everyone listened when the leaders said that all the signs had come, and the end of the world was imminent. Everyone here believed.
Now that you're in the Hollows, the closed-in cave beneath the cult compound where the leaders have promised you'll be safe, things seem a little less clear.
Everyone in the Hollows has something to hide.
It's not safe outside. Trouble is, it's becoming increasingly clear that it's not safe in the Hollows, either.
To preserve a fragile peace with its neighbour Crete, the city of Athens must pay a tribute. Every year, seven young Athenian men and women are torn from their families to be given as tribute to King Minos. None have every returned.
This year, your name has been called as tribute. Will you survive the horrors that await you?
Madame Macavity's Witchcraft Academy is the preeminent educational establishment for the discerning young witch or wizard. All students are instructed in the essential skills of witchcraft, as well as manners, deportment, and behaviour befitting a member of the upper classes. Safety standards are the highest of any boarding school in the country, magical or otherwise; accidents are almost unheard of, and both teachers and students may experiment with their magical abilities in safety and comfort.
So it's somewhat embarrassing, to say the least, that the entire staff and student body appear to have lost their memories.
It's up to the assorted teachers and students of Madame Macavity's to sort out who they are, what's going on, and what exactly they're going to do about it.
The Nuclear Option is dead. Time to deal with the fallout. The villain was killed by their nemesis, Legend, in a battle that will not soon be forgotten. You and your fellow villains have agreed to a ceasefire, so you can pay your respects to the greatest villain of all time. Tensions are high. Secrets abound. Villains don’t play well with others, and no one can be certain if the ceasefire will even be honoured.
Of course, there’s also the issue of the Villain that hasn’t shown up yet. The three new Villains, who no one has heard of, and the hero that has infiltrated the funeral.
Are you strong enough, wily enough, enough of a villain to make it through the night?
Well. You’ll find out soon enough. Won’t you?
Content Warnings: Mind control (and related loss of bodily autonomy), romance, hidden identities
All is not well in the tribe of Gro'ach the Mutilator. The band's traditional pastimes of fighting, feasting, swearing and more fighting have been interrupted by yesterday's visit by a flying unicorn. We hate unicorns! They're too pink! And shiny! And nice! We hate nice! Of course, the tribe ate her, and she tasted great, but just before she went in the pot she announced "I will live on - in you!" Now it's the morning after, and everyone has a helluva hangover and is feeling strange disconcerting bodily sensations. And did Klurg just throw up... sparkles?
Save Gro'ach's tribe in Curse of the Unicorn!
Take the role of an amazing hero or a despicable villain in a fast-paced, winner-takes-all, pro wrestling competition.
This game is about getting to the action quickly and building your wrestler’s story through a mix of matches and backstage drama. Character creation is simple; wrestlers are built from basic elements which you can create yourself, or roll randomly using the Legend Machine.
In a single session (or Big Show), you’ll build your character’s acclaim as you compete in matches, form alliances with other wrestlers and grab the mic to call others out. You can cash in your acclaim to generate extra effort in a match, book special matches and claim titles to seize glory!
This game is about characters and stories. You need absolutely no knowledge of professional wrestling to play this game, just as much enthusiasm, creativity and energy as you can muster. Still not sure? Check this short explanation of why pro wrestling is an art form
Across Kapcon weekend this game will be run several times to create a Big Series, which will culminate in an epic Battle Royale finale. You can play in one session, or play in as many as you enjoy - but anyone who plays in more than one session can upgrade their character between shows - or choose to bring an entirely new character to the table next time.
This game will be high-energy and (possibly) get a little loud when things get exciting. You'll need to be prepared to think on your feet, create a character at the table, describe outcomes and throw in suggestions for plot twists at short notice.
Is it true that Kapcon previously tried to ban this game for being too much fun packed into just one session? Check out the previous instalments and judge for yourself:
Summer Slam I
Summer Slam II
While the adults are away the teenagers will.... act responsibly, keep watch, listen to their elders and guard the little ones from the marauding ... well, everythings. It'll be fine.
Wildlings is a game about young adults going on an adventure in the service of their tribe. Are you Aggressive like the Boar, Observant like the Owl, or Graceful like the Deer, and how will your relationships with the other young folks impact your journey?
Uses a standard set of polyhedral dice each, sharing is awkward.
You are an ancient and powerful Vampire of great renown and prestige. You are travelling to VampireCon, a gathering held every fifty years in the town of Tumblewold. You are taking the overnight train (to protect your delicate complexion), and have booked a first class ticket, as befits your wealth and status.
Unfortunately, instead of a feast of upper class mortals, this train car is occupied by several other vampires who had the same idea, every single one of whom are ingrates and vagabonds.
The game formally known as I Know, Right?
To celebrate this anniversary in Kapcon's life I am bringing back a very old game, the newly redesigned and far more awesome version of I Know, Right? aka. The mean girls game.
In this game, you all play members of a clique of girls in high school. There's a queen bee, her best friend, her minions and of course, the one who's on the lowest rung of the social ladder. Navigate complex social expectations, double talk and what friendship really means in this game.
Think Heathers, Mean Girls and Easy A where the violence isn't in the actual exchange of blows, it's in words, especially the ones spoken behind someone's back.
Theoretically, actual teenagers could play this, but I'd prefer to run for people who have left their teen years behind, due to the nature of the things which happen in this game.