Author Archives: James Campbell




It’s Spring 1942, and the world is at war. Five major powers struggle for supremacy: Germany and Japan are aligned against the great alliance of the United Kingdom, the Soviet Union, and the United States.

Axis & Allies: 1942 takes place at the historical high-water mark of Axis expansion. Controlling one of the Axis or Allied powers, players command both their country’s military forces and its war-time economy, with the chance to plan attacks, marshal forces into embattled territories, and resolve conflicts. Victory will go to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world. Change the course of history in a few short hours!

For insight into participating in and surviving Axis and Allies TOURNAMENT PLAY
read this article
from and Greg Smorey (AAA Tournament organizer of 20+ years).

  • This tournament will have 3 Rounds of play using the SWISS TOURNAMENT SYSTEM.
  •  Each participant will play in all 3 rounds of the tournament.
  • All games have a time limit of 2 hours and 30 minutes (See END TIME rules) so fast play is highly encouraged.
  • Time remaining will be called out at the 60 minute, 45 minute, and 30 minute (LAST ROUND OF PLAY) marks.
  • Each round will have a 30 minute break between them to reset the game boards
  • Tournament play is based on 1942 2nd Edition Rulebook/Game Board & Errata by Larry Harris (see errata at the end of this document)
  • The Bidding System used will be an OPEN bid for sides. (See below for details on Bidding)
  • Two players per game (1 vs 1) with a maximum of 16 entries available
  • Rules subject to minor variations up until the time of the tournament.  Players will be notified of any changes prior to gameplay.


The first round opponents are drawn randomly. All participants proceed to the next round in which winners are pitted against winners, losers are pitted against losers, and so on. In subsequent rounds, each competitor faces an opponent with the same (or near same) cumulative score. No player shall be paired with the same opponent twice.

Compared to a knockout/round robin style tournament, the Swiss system has the advantage of not eliminating everyone, so a player who enters the tournament knows he will play in ALL rounds, regardless of how well he does (unless there is an odd number of players). In the event of an odd number of players, the one left out each round will receive a bye : he does not play that round but is awarded the same number of points as for winning a game. This player will then play in each other round and will not receive a second bye.

Round 1 : #1 vs #2, #3 vs #4 and so on.
Round 2 : Winner of table 1 vs Winner of Table 2. Loser of Table 1 vs Loser of Table 2, and so on.
Round 3 : Equal cumulative scores meet (ie : 2 wins vs 2 wins, 1 win vs 1 win, 0 win vs 0 win, etc)

There are a predetermined number of rounds. After the last round, players are ranked by their final score and a winner determined.  If this is tied then a tie break score shall be used.


In the event of a tie (during any round or for the final outcome), if time allows, a Playoff game will be used to break a tie. Otherwise (in order of importance);

  1.  If the tied players played one another in any round, the winner of that game finishes higher
  2. Cumulative Points – Sum the running score for each round
    – example : if a player has (in order) a win, loss, draw his running score will be 2,2,3. The sum of these is 7.
    – example : if a player has (in order) a loss, win, win his running score will be 0,2,4. The sum of these is 6.
  3. The player with the most wins finishes highest.
  4. The player with the higher Victory City total from all three games
  5. The player with the greater IPC percentage increase total from all three games.
  6. As a LAST RESORT, if all else still results in a tie (highly unlikely), ties will be broken with a single dice roll by the tied contestants with the highest roll finishing higher.


A win will score 2 points, a tie will score 1 point and a loss will score 0 points. (note : a tie should not be possible with 13 victory cities on the board)


Victory Conditions:

  1. If your side controls 3 or greater more total Victory Cities than it started with (9 for the Axis & 10 for the Allies) at the end of any complete round of play (after the completion of the US turn) you win that game.
  2. If neither side has obtained the 3+ VC’s within the time frame allotted, the side with the most VC (Victory Cities) wins. Since there are 13 VC there cannot be a tie, so take this into consideration when bidding.

If a player chooses to concede before the game has reached the win threshold or the game time limit a default will be awarded to the player who did not concede.


If the players cannot agree upon which side they will play, then they will bid to play the preferred side.

To determine who starts the bidding, both sides will roll two dice. The winner, the higher number, chooses whether to start the bidding or defer. Whoever starts the bid, must announce what side they wish to play (Axis or Allies) and issue a positive bid (minimum 1 IPC). If your opponent takes the bid at 1 IPC then obviously, they wanted to play the other side and the 1 IPC is lost. If they choose to increase the bid, then the bidding will continue until one side accepts the bid IPC value and buys units accordingly.

Bid IPC’s may be used to buy game pieces only! You may not save the money or use it for the purchase of Industrial Technology and/or Complexes. Once the bid number has been determined, the side receiving the bid will make their purchase and place all bid pieces on the game board in territories/sea zones in which they occupy at the start of the game. You may NOT mix the bid units purchased for one country with units of an allied country. Also, units may not be placed in Neutral Countries.


All matters of disagreement should be brought to the attention of the GM and/or the Assistant GMs. The GM will strive to produce a fast, but fair judgement. The GM’s judgement shall be considered final. Players are expected to be familiar with the rules


If during any tournament round, a team (both members) are tardy for the start of their next game by more than 15 minutes of the designated start time for that round, this will cause forfeiture in the game and disqualification from the SE event.


The game comes with a base set of dice.

Using your own dice for rolling to speed up play is permitted. You must allow your opponent the use of any dice you bring to the table.

Dice that roll off the table will be discounted and must be re-rolled.

Cocked (that do not land flat on one side) dice must be re-rolled.


1. REGULATION PLAY – All games must be finished within the Regulation Play Time Limit. No game shall end in the middle of a game round of play.
2. STOPPAGE TIME – At the end of Regulation Play in all tournament games, 15 minutes of Stoppage Time will be added IF NECESSARY (and at the GM’s discretion) for teams to finish out the last round; that is, to play to the end of the last power’s turn (for example, to the end of the U.S. turn in 1942 2nd Ed.).
3. MINIMUM ROUND LIMIT – There is no minimum number of rounds that should be played, however all games should reach at least 5 rounds. If your game is not on this pace, you may be playing too slow and could be warned (see Stalling Rules below).
4. TIME NOTIFICATIONS – Judges will notify the players when there are 60 minutes, 45 minutes, and 30 minutes left in Regulation Play. Depending on the game variant and which power’s turn it is at these times, either the current round is the last or one more round could be played (see Last Round Rules below). However, it is up to the players, not the judges, to complete the last round of play within the time constraints.
5. 30 MINUTES LEFT IN REGULATION PLAY – The Current round will be the last round at this point. No games may start a new round with less than 30 minutes left in Regulation Play.


• At the end of Regulation Play, IF NECESSARY, players have 15 minutes of Stoppage Time to finish out the last round.
• At the end of Stoppage Time, the GAME ENDS immediately, even if players, for whatever reason, have not finished the game to the end of the last power’s turn. At that point, whichever side controls the most Victory Points (VP) based on the games victory conditions, is the winner. If there is a tie, see specific rules for tiebreakers.


• If any player or team is playing too slowly or stalling to try to reduce the number of rounds played in order to win, their opponent may complain to the judges, and a warning will be issued.
• If stalling continues, and the opponent lodges a second complaint, the judges will watch the game for a period of time to determine whether the slow player/team is in fact stalling.
• If judges rule that stalling has occurred, then the offending player/team will be DISQUALIFIED FROM THE EVENT and their opponent will be ruled the winner of that game.
• Stalling is considered any play that takes more time than usual to do combat movement, roll dice and finish non-combat movement.

1942 2nd Edition Rulebook Clarifications & Errata:

• Armor cost 6 IPC’s not 5 IPC’s
• Hawaii/Honolulu is a VICTORY CITY. This is different from the Original Version and is NOT noted in the rulebook as such.
• The Optional rule for Interceptors will NOT be used.
• The Black Sea is OPEN to transports and naval ships including subs.
• Transports are not permitted to offload land units for an amphibious assault in a sea zone containing 1 or more enemy subs unless at least one warship is present belonging to the attacking power at the end of the combat move phase.
• During amphibious assaults, keep the attacking overland & sea borne land units separated. The attacking sea borne units cannot retreat!
• All overland land units and aircraft participating in an amphibious assault, may retreat after each round of combat if the attacker so chooses.
• All Industrial Complexes have “built-in” AA guns not designated on the game board as pieces.
• AAA (Antiaircraft Artillery): 1. May NOT move during combat phase. 2. May only defend when air units are attacking the territory the AAA’s are in. 3. May NOT fire at planes passing overhead during any phase. 4. Each AAA may only fire at, up to 3 aircraft and only once in the 1st round of combat.



Hosted by Roger Cowley

Warhammer Fantasy Battles, (Triumph and Treachery expansion) is a multiplayer tabletop miniatures game making use of Games Workshop’s miniatures and rules sets in a fantasy setting.

This is a great opportunity to try out Warhammer Fantasy miniature gaming for those who have been hesitant to get involved and those who have played before!  Roger will be on hand to guide you through the game every step of the way.

All miniatures and terrain will be provided.  All you need to do is sign up and play!

The game is a tabletop wargame where two or more players compete against each other with “armies” of 25 mm – 250 mm tall heroic miniatures. The rules of the game have been published in a series of books, which describe how to move miniatures around the game surface and simulate combat in a “balanced and fair” manner.

Warhammer Fantasy Battles is designed for regiments of fantasy miniatures. It uses stock fantasy races such as humans (The Empire, Bretonnia, Kislev), Elves (Dark Elves, High Elves, Wood Elves), Dwarfs, Undead, Orcs and Goblins, as well as some more unusual types such as Lizardmen, Skaven and the daemonic forces of Chaos. Each race has its own unique strengths and flaws; Wood Elves, for example, have the most powerful archers in the game but have poor overall defence and Bretonnia have the strongest cavalry but weak infantry. Similary, the High Elves are very powerful in close combat, but have weak armour, and cannot be fielded in very large numbers.



I Will Never Grow Up Gaming will be hosting a “Midnight Munchkin Madness” event once again. We started this at the 2nd annual FMGCon and loved it! Now, we’re doing it EVERY YEAR! Join us in the madness!

ImageOn the saturday of the convention, from 11pm to 1am (or when the doors close for the night) we are hosting games of MUNCHKIN.

Munchkin brings you the essence of the dungeoncrawling experience . . . without all that messy roleplaying!
Kill the monsters! Steal the treasure! Stab your buddy!

We will be providing the Munchkin cards and a variety of expansions (randomly distributed to each table).

We just need people to sign up to participate! Sign up in advance here on the website (preferably) or at the front desk on the day of the event!

Play with friends or even better yet, play with complete strangers (because, let’s face it, we’re ALL a little strange)!

Random prizes will be awarded throughout the event.
These prizes will have absolutely NOTHING to do with HOW WELL YOU ARE PLAYING or even if you’re winning but rather will be handed out completely arbitrarily!


11pm to 1am – Approximately 2 hours total game time

Maximum of 4 Tables available with room for 3-6 players per table.
We will consolidate players into fewer tables if required.

For those who have never played you can view the official base game rules HERE. All additional rules will also be in play. If you don’t know those rules .. that’s ok! We do and we will provide assistance during the event.

Game Officiant(s) :

James (Rorschach) from I Will Never Grow Up Gaming

Publisher’s Description ;

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience… with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm… or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon…

And it’s illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they’re laughing, you can steal their stuff.

Other Info

Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.

There are two types of cards – treasure and encounters. Each turn the current players ‘kicks down the door’ – drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in “bad stuff” which usually involves losing levels and treasure.

Munchkin, as seen on Tabletop with Wil Wheaton, Felicia Day, Sandeep Parikh and the creator himself, Steve Jackson!



Wings of War is a game series which merges card and board game mechanics to recreate aerial combat. The first series of Wings of War games focus on the “knights of the air” age, World War I, portraying the abilities of the fighting planes of this period.

Airplanes are represented by a single card which is used as a playing piece on any open surface; the players choose and play simultaneously movement cards to decide the actions of the airplane they control. Different planes use different decks of movement cards to represent their different maneuver capabilities, and different deck of “Fire” card are used to take into account their fighting effectiveness and to keep track of damage.

Each Wings of War set is a complete game for 2 to 4 players which may be combined with additional sets, or with other copies of the same set, to play larger games. For that purpose, 23 planes with different colors are included in each box. Each one is depicted after accurate historical documentation.



Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!

Whatever your chosen vessel, the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship’s dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you’ll be in total control throughout all the tense dogfighting action.

Star Wars: X-Wing features (three) unique missions, and each has its own set of victory conditions and special rules; with such a broad selection of missions, only clever and versatile pilots employing a range of tactics will emerge victorious. What’s more, no mission will ever play the same way twice, thanks to a range of customization options, varied maneuvers, and possible combat outcomes. Damage, for example, is determined through dice and applied in the form of a shuffled Damage Deck. For some hits your fighter sustains, you’ll draw a card that assigns a special handicap. Was your targeting computer damaged, affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet, your pilot could be injured, compromising his ability to focus on the life-and-death struggle in which he is engaged…

The Star Wars: X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What’s more, Star Wars: X-Wing’s quick-to-learn ruleset establishes the foundation for a system that can be expanded with
your favorite ships and characters from the Star Wars universe.



Warhammer 40,000 is a table-top miniature-based war game set in a dystopian future. Although usually played by two players, theoretically any number of players can participate at once.

Players can choose one of a number of factions from within the Warhammer 40,000 universe – examples include, humanity’s defenders, the Space Marines and Imperial Guard, the nearly extinct race of Elder, the all-consuming Tyranids or the corrupted once-human forces of Chaos. Each race also how their own sub-groups and flavours – for example there are Chapters of Space Marines with their own specialisations, whilst a Chaos army that worships the war-god Khorne would look very different to one worshiping the pleasure god Slaanesh.

Players select their armies based on the miniatures they own. To ensure balance each miniature is assigned a points value (with the value rising for optional upgrades) and players usually agree a points limit for each army before play. Similarly, players will agree the rules and victory conditions for a specific scenario.

Each turn proceeds in phases covering movement, melee combat, ranged combat and so forth. No game board is used, players make or purchase their own scenery. Physical measurement is used to determine movement and weapon range, with dice used to calculate everything from damage to morale and the effectiveness of physic powers. Special ‘scatter dice’ are used to calculate random or quasi-random events such as the movement of a gas cloud or fire.

Games usually last for a specified number of turns, after which the player who has accumulated the most victory points (by achieving pre-set goals and destroying enemy miniatures) is the winner.



Written by veteran game designers Alessio Cavatore and Rick Priestley, Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop. Using miniature soldiers, tanks and terrain, you can fight battles in the shattered towns of occupied France, the barren deserts of North Africa, and even the sweltering jungles of the Pacific.

Players get to decide which of the major or minor World War II powers they would like to represent, and then construct their armies from the lists provided. Army options are almost limitless, allowing you to build the kind of army that most appeals to your style of play. The choice is yours.


robotech rpg tactics


Prepare for invasion!

Robotech RPG Tactics is a tactical miniatures game set in the Robotech universe. While the 1/285th scale game pieces can be used as a companion to the Robotech RPG, the game system is designed to be played as a tabletop miniatures game. Players build armies of multiple squadrons of mecha to fight it out in scenario-driven, objective-based game play.

robotech rpg tactics demo tableTake command of the fighting forces of the United Earth Defense Force (UEDF) valiantly defending Earth from alien annihilation – or lead the massive clone armies of the Zentraedi Armada to recover an alien artifact of immense power and enslave humankind. Depending on the faction, and their choice of mecha, a player’s army may include anywhere from two game pieces to as many as you desire! The rules are scalable from small skirmishes to mass combat with hundreds per side.

Robotech RPG Tactics uses a dynamic turn system. Players trade off activating squadrons during each turn, ensuring that a player never has to sit and wait while his opponent moves and attacks with his entire army. By using alternating activation of squadrons, the game’s action unfolds at a fast and furious pace, allowing large scale battles to be easily carried out in a single evening. Each player receives a number of Command Points each turn based on the number of mecha they have on the field, and the quality of their officers. Command Points are spent throughout the turn on maneuvers such as boosted movement, devastating weapon salvos, breakneck dodging counterattacks, and potent special abilities.

The wide variety of mecha in the boxed game bring to bear the myriad and awesome weapon systems from the Robotech universe to lay waste to your foes. Even the battlefield itself can alter over the course of the game as buildings are leveled by destruction unleashed during the battle.

Watch a brief Gameplay Video on YouTube

robotech rpg tactics minis