• Board Gaming: The typical family type game played on a tabletop usually with some form of board and rules. Our convention boasts having some very strange ones too!!!
  • Card Gaming: Pokemon, Yu­Gi­Oh!, Force of Will, and of course ­ Magic: The Gathering
  • Boffing: Boffing is the organized battling of others with foam covered weapons. These events will be hosted inside and outside of the convention center.
  • Tournaments: Competitive play for various prizes and bragging rights.
  • Magic the Gathering: The oldest, biggest and most well known collectible card game.
  • Role­playing Games: Typically played with dice and your imagination.
  • Dungeons and Dragons: Fantasy based roleplaying game. Commonly referred to as DnD
  • Pathfinder: An offshoot of DnD that has become extremely popular.
  • Q.A.G.S and hex games: QAGS is the Quick Ass Gaming System and many pick up and play games are based on this system including the award winning "Hobomancer". And "Laser Ponies" the fun little game made for everyone to enjoy.
  • Several others will be on site to pick up and play or leaf through.
  • LARP: Live Action Role­Playing. We will again have Amtgard a group of LARPers who boff, or hit each other with foam padded weaponry. And we will also have other forms of LARP, we may get a Vampire the Masquerade game up and going!!!
  • Quidditch: Make your weekend magical by playing in the OMG!con Muggle Cup!
  • Heroscape: A game in which the board changes everytime you play including terrain and enemies. It is a bit reminiscent of DnD miniatures and plays somewhat like DnD except without the roleplaying, just the battles.

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Meet and Game with legendary designer Robert Schwalb, creator of Shadow of the Demon Lord (we should have his logo for this in our GR folder in gmail, if not I'll get it to you).

Before designing SotDL with his standalone Schwalb Entertainment, Robert was a member of the 5th Edition Dungeons & Dragons design team, worked as a line developer for Warhammer Fantasy Roleplay 2nd Edition, and was lead designer on A Song of Ice and Fire Roleplaying.

He has contributed design to a slew of 4th Edition and 3rd Edition D&D sourcebooks, numerous supplements for the d20 system, the Cypher System, and many other roleplaying games.

Tabletop Events

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When our OMG!con 2016 Guest of Honor Robert J. Schwalb posted the Kickstarter for his game Shade of the Demon Lord he was asking for $30,000. He raised over $100,000 OVER that goal! Why? Because it’s a good game! And you can play it with the creator himself, or pick up signed copies!

Shadow of the Demon Lord is a roleplaying game of dark fantasy—a genre that weaves elements of horror into a fantasy world. In the game, you create and play characters struggling to survive in a land sliding toward oblivion, a place infested by demons, roaming mobs of undead, strange magic, unhinged cultists, and all in the ruins of the last great empire of mankind. If you love Warhammer Fantasy Roleplay, the Ravenloft and Midnight settings, Joe Abercrombie’s The First Law series, Glen Cook’s Black Company books, or heavy metal music, then this is the game is for you.

The game takes place in a world standing on the brink of the apocalypse. What is the cause? Who is responsible? The Demon Lord, of course! This being of staggering power and boundless evil authors the catastrophes blighting the landscape. Each new horror released reflects the Demon Lord's approach, the touch of its shadow, and its growing hunger for not only the planet but the entirety of all things. Although near, the Demon Lord remains outside the cosmos, rattling the cage of its prison as it strains to escape the Void to visit catastrophic destruction to your world.

The apocalyptic tone is on a dial. If you don’t want to blow everything up right away, tune it down low and the game plays fine as a less perilous, dark fantasy roleplaying game. But if you are inclined to crank up the volume, the game provides several catastrophic templates you can use to model how the world is falling apart. These templates represent the Shadow of the Demon Lord; wherever the Shadow falls, chaos and upheaval are born. The Shadow might loose global pandemics, famines, droughts, earthquakes, demon princes to stomp across the countryside, the living dead, and other world­spanning disasters and threats.

The game system helps you tell interesting and exciting stories. To make this happen, the game system is easy to learn, plays fast, and requires little preparation to play. All these ensure both novice and veteran players can enjoy the game together. Here are a few ways the game met its goals:

Easy to Learn: The GM decides if a character’s action happens, doesn’t happen, or might happen. If it might happen, a roll of the die determines the outcome. You use the core mechanic to resolve any task, whether you're punching a demon in the face, trying to kick down a door to get away from that demon, or dodge the vomit it spews from its mouth.

Your character develops with the story. Each time your group completes an adventure, the group's level increases. Each increase adds cool stuff to your character. You might learn spells, a trick with a weapon, or some thing else that might help you survive. All benefits you gain come from the paths your character follows. The first adventure you play through helps you decide the first path you will choose. If you spend a lot of time fighting, you might become a warrior. If you cast a spell from a tome bound in human skin and barbwire, you might become a magician. At higher group levels, you choose additional paths that might extend previous choices or take your character in all new directions. You can choose any path you like so you can play the character you want to play.

Plays Fast: Stories (adventures) are playable in one game session lasting from 3 to 5 hours. Stories are short, covering about one page per hour of expected play. You can also complete a typical campaign (a string of 11 connected adventures) in 11 game sessions. The core book has rules for playing characters up to level 10. This means that if you meet once a week for a 4 ­hour session each time, you can complete your campaign in about two months. That’s six campaigns a year!

The benefit of short campaigns is that the game lets you tell more stories, create more characters, and experience more of the game's options. As a player, you’re not locked into one character for one year or longer. You can have several. And, as a Game Master, it is possible to run a complete campaign in a compressed time span. Best of all, the campaign brevity gives other interested members of the group a chance to become the Game Master.

Little Preparation: You can make a starting character in about 5 minutes. You make one big choice, note the information on your character sheet, and you’re ready to go. And a Game Master can prepare for a game in the time it takes to read a couple of pages of text.
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OMG!con continues to offer our competitive card gaming tournaments, and are pleased to announce the inclusion of more this year! We will be offering the following:

  • Friday, For Fun ­- The “UnTournament” ­ No Rules*, Just Right!
    • This tournament allows you to forget the banned list and build the deck of your dreams. Ever wondered “what if”? Well this is your chance. The very minimal rules: 60 card deck limit, normal life, best 2 out of 3, and proxies allowed for any card released prior to January 1st, 2000 ­ allow you to really test out your ability to come up with interesting strategies when given free reign on the entire MTG catalog! The winner receives a complete set of the legendary Unglued set from years gone by.

  • Saturday, For Glory ­- The Headlining Booster Draft
    • We’ve offered our Saturday noon Booster draft for 11 years, and it has continued to grow annually and offer one of the largest such tournaments in the region yearly. There is a $15 buy ­in per player, and the winner receives a sealed booster box of the most recent set. The runner up receives an additional set of booster packs and a unique custom series of OMG themed land cards.

  • Sunday, For Both ­- Standard Tournament
    • Boosters can be fun, and the UnTournament is interesting, but do you wonder how your current legal standard deck will hold up against players from outside your normal gaming circle? This is your chance! There is a $5 entry which goes entirely into a cash pool for the top placers. The winner will also receive a custom OMG!con playmat.
Immerse yourself in the vivid World of Darkness whether as an established player or an interested newcomer, as members of the international Underground Theatre bring the game to OMG!con. If that isn’t your style, you can enjoy the competitive boffer combat action of Amtgard rules outside in front of the convention center where you can learn swordsmanship, archery, and fun.
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Make your weekend magical when you join the McCracken County Quidditch League’s allstar team for training and play all weekend long on our custom quidditch pitch located directly in front of the convention center.
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Join members of STARFLEET: The International Star Trek Fan Association hailing from the U.S.S. Commonwealth and the U.S.S. Odin and engage in epic miniature battles. Bring your own fleet if a player, or enjoy the library available for newcomers.
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The OMG!con Tabletop Arena offers a large library of games for attendees to use at their leisure, as well as the staff to help them learn them! These include anything from the mainstream to the obscure, from board gaming, card games, LARPs, and party games. The library is a massive collection of over 4,500 games all offered for use free of charge by the regional tabletop club known as the Quilt City OGREs.
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Underground Theater is a non-profit organization providing a global network of interactive Live-Action Role-Playing troupes and became the first organization to utilize By Night Studios’ Mind’s Eye Theater rulebooks. The online database will allow for a flawless gaming experience that is quick and easy for both patron and storyteller to access from anywhere. Finally, a focus on player agency and full immersion into the shared world will allow patrons to feel completely in control of their characters’ existence.