SANTA CLARA
FREMONT

Phone: (510)651-4263
3911 Washington Blvd, Fremont, CA (map)
Open Mon 12pm-6pm, Tues-Thurs 12pm-9pm, Friday 12pm-Midnight, Saturday 11am-10pm, Sunday 11am-9pm

Follow Us

New Forum Posts [more]
I am hosting a RoboTech Tactics demo at 6 PM this Saturday. After this month the RoboTech Tactics games will be on every 4th Saturday at 6 PM.
Game on tomorrow? I may need to duck out at 1PM for a short bit to take a call, or I can join the party a bit late. BECMI is fine with me, but if you want to attempt OD&D I am up for that too. Best, _Thom
This day is the Barley Festival. It signifies the end of the harvest when all of the storerooms are full and hopes are high for an easy winter. The day is one of the few festivals which the hard life in Hearth allows. It began with a series of fun games and contests allowing all of those in the village and surrounding farms and homesteads to showcase their talents. Simon the Mage, student of the Church of Light, was engaged in the Church sponsored Riddle-Off. While he had a rough start he did manage to come out on top in the end, and received an amulet made of a leather thong, and a river-rock stone with a strange rune carved into its surface and inlaid with silver. Torik, a foundling of the Church of Light, chose to challenge last year's champion tight rope walker by walking between two of the more sturdy village roofs. His own efforts were smooth and got not a few nods of appreciation and applause from the crowd. The defending champion, however, seemed to have an accident while on the rope, and while he was unhurt, admitted that he had lost to the better balancer, this time. Raymond, the Headman's estranged son, returned just in time to take part in the mutton sausage eating contest. This extravagant event was an easy win for the hale and hearty youth, and he came away with the grand prize. The most popular event this year, however, was the Archery Contest. Most notably because this was the first year that Earnst, and Elf from the settlement in the Blackwoods Forest who had been studying human ways with the Church of Light, was participating. Many flocked to the butts to watch a famed Elven archer at work. Earnst was up against Earl Unluckly, one of the local Archery champions. Both archers gave it their all, but it is unclear if they simply tried too hard, or were distracted by the cheers and jeers from the crowd. Or maybe Earnst was simply holding back, but the elf received only 2nd place, while The Unlucky won 3rd place. A silver arrow was awarded to Earnst, and Earl received two new bowstrings, which he gladly put away in his leather pouch for safe keeping. As these events came to a close it was time for the Hunters of Winter's Heart to be chosen. This hunt was special, for it marked the one time in the year when Hearth was permitted to hunt large game in the Blackwood Forest. Winter's Heart was a ceremonial Stag which the Elves would mark for the humans by attaching a red plumed dart to the stag. This year the people selected to hunt for the stag were Raymond, Simon, Tarik, Earl Unlucky, and Earnst. Their initial journey out over the river and into the woods passed without incident. With the help of the keep perceptions of Tarik, Earl, and Earnst the Stag was located within hours, then brought down with a rash of bow-fire. During the final moments of the hunt Tarik and Earnst noticed that the forest had become strangely quiet, and dark. Before the party could investigate any further they heard the howl of wolves. It quickly became clear that a pack of wolves appeared to be stalking them. With Raymond holding the stag upon his shoulders the hunting party quickly made their way back towards the edge of the forest. The wolvs continued to stalk them, sometimes closer and sometimes farther away, until they finally reached the edge of the trees. There, where they could see the old stone bridge, they spotted a man in the faded livery of the Baron. Thinking that the wolves were right behind them the party quickly moved to cross the bridge, only for this man to demand that they stop and pay the toll. When asked what the toll was he replied that it way ten gold coins. Or, if they didn't have that, he'd simply take their possessions, and the deer. Some of them noticed that two more men had emerged from behind some bushes, and that their retreat towards the forest was cut off. Raymond decided to start things off by throwing the deer from his shoulders towards the armed and armored man in the Baron's colors. Battle began. The group had the initiative, and several of them moved forward to subdue to, now fallen, armored man. Earl lived up to his name, however, when he tried to tackle the archers behind them, and took a shaft to his torso. Falling to the ground his comrades thought him dead, and Earnst moved to try and save him. The struggle became unclear as dust from the bridge rose into the air, but by the end of it all of the foes were dead, and Earl had been revived. It would appear that he was made of tougher stuff then they had thought. Upon examining the possessions of the fallen men it was discovered that the armored mad had clearly owned his gear for a long time, and put it to hard use, but equally clear that he and his companions took care to maintain their gear. A few spare coins were found on each body, with the purse of the armored man also revealing a scrap of a torn letter which contained the baron's signature and seal.Concerned that they might actually have killed the Baron's men, and not just another group of bandits, the party stripped the men of any identifying pieces of clothing, and threw the bodies into the river as quickly as they could, the armored man's body was lodged under the bridge, but out of sight. Upon returning to Hearth the Stag was given over to the cooks to prepare and the party resumed as evening threatened to turn into night.
(First part is taken from the Dead of Winter module by Keith Francis Strohm) Corum is an ancient realm, both rugged and unforgiving. Its' landscape, a a wild sprawl of treacherous geographical features, has resisted centuries of civilization. Steep mountains and hills cover most of the countryside, broken up only by dark forests, dank unforgiving bogs, and windswept plains. From the jagged heights of the Thorcrist Mountains, to the mysterious depth of the Aeiderthorn forest, Corum's untamed sites belong to an elder age, when powers both beneficent and malign walked the earth. However, humans, humanoids, and other creatures refuse to relinquish their hold upon the land, and Corum's inhabitants struggle constantly to build communities for themselves. After centuries of taming, though, the land still resists the influx of civilization. Humans have spread across much of the southern and eastern portions of the continent, and within the last two centuries they have even entrenched themselves along the wildest area of Corum, the Tarn Foothills. The humans have organized themselves into small and mid-sized principalities rules by Lords. In contrast to the leaders of other highly feudal kingdoms, Corum's Lords are little more than robber barons who have managed to hold onto their lands for an extended period. This is not to say that the Lords of Corum are without honor. In fact, many of them rule their principalities with wisdom and nobility. However, force of arms brought these men and women into power, and the folk of the various principalities still remember old wounds. Thus, the crown of leadership sits uneasily upon the heads of Corum's Lords. Because of this, the leaders of Corum find themselves constantly engaged in a struggle for power. They have recently agreed to meet in council every three years to decide matters of importance, including boundary disputes and trading issues. Many humanoids also call the continent of Corum home, though gnolls, bugbears, goblins and hobgoblins make up the majority of these creatures. In addition, the mountainous regions of Corum are home to several tribes of orc barbarians. Unlike their more savage cousins, these orcs posses a significant culture and a complex sense of honor. Several Lords currently have uneasy truces and trading agreements with these tribes. Nonetheless, the orcs represent the single most powerful threat to the humans of Corum. If the various tribes were ever to unite they would drive the humans before them like cattle. Dwarves, Elves, and Halflings have smaller communities in the wild regions of Corum. Though much traffic between the humans and demi-human races occurs, most individual demi-humans tend towards insularity and perfer to live within the confines of their own communities. (The rest is mostly my own creation.) The village of Hearth is a small community of farmers, craftsmen, and shepherds located in the southern regions of the land claimed by Baron Athelstain. The area is realativly peaceful, and thus garners little attention from the Baron's men at arms. Rumors of brigands roaming the Blackwood forest are of little concern, being a 'local' matter and left to Hearth's headman to deal with. What little wealth Heart manages to find is due to its' location on the northern bank of the Selena river, a semi-important trade rout which connects wool merchants to the Baron's seat of power in Dhuraven Castle, then the major trading town of Cador to the North. Most of the traders don't travel the Selena river, so little attention is paid to the villages along that rout as long as their taxes are paid on time. Hearth itself is relatively small, with only several dozen families. It was originally formed by a group of several former adventurers who gained the rights to rule the land for the current Baron's father some forty two years ago. It started as a large stone Church of the Light, the Headman's house, and the Bramble and Rose Inn. From there smaller dwellings have been slowly built up over the years. Few of the original inhabitants remain, but stories of their adventures are still told around cook fires after the doors and shutters have been closed for the night. The Church of the Light represents the worship of the Lady of Light who represents both the positive and negative aspects of Law in its' purest form. She is the Goddess who gifted Law to the fledgling tribes of men back at the dawn of time. Her lover, and sometimes greatest enemy, is the Lord of Darkness, who is the embodiment of both the positive and negative aspects of Chaos. It is this theology of Law and Chaos, Light and Darkness, Woman and Man, which fills the minds of the clergy of Corum. Within the stone walls of the Church of Light can be found both clerics who study the mysteries of the Lady and Lord, as well a scholars who seek to recover and record the mysteries of the past. Also dedicated to the service of the Lady is a small order of Magic-users who seek a way to practice their arts without being accused of 'black' magic. One such Wizard, Darius Light Bringer, currently lives in Hearth at the Church, and teaches those pupils who appear to have the talent for the arcane. A Paladin, Rexor Oath Keeper, also serves the Church in Hearth as a defender, and trains the local militia every Sunday after services. Sadly, Father Thomas, the current Pastor, is very ill and rarely leaves his bed. A new pastor has not been assigned, so Rexor often serves as Priest as well as protector. The Headman's house is a large stone and timber building which was designed to serve as a residence, a warehouse of the village's wool and mutton, a jail for prisoners and drunks, and the storhouse for the village militia. In times of trouble the villagers can take shelter within this sturdy building, or within the church, and have hope of lasting through a short siege. The current Headman, Kultus, is the son of Pathar, one of the founders of Hearth. He is a stern man who has been troubled and jaded by the increasingly lax nature of the Baron's men whenever they come to visit. He has been known to grumble about how many matters are now considered 'local' concerns and dropped in his lap instead of being handled by the better equipped men at arms. On the whole, however, Kultus is a good Headman, and has done his best to shield the villagers from the realities of the local politics. His daughter, Saltene, is the apple of his eye, especially after his son Raymond, left Hearth some time ago seeking the life of a mercenary. The Bramble and Rose Inn is the third largest building in Hearth. It started life out as a large common hall with a bar and hearth along the back wall. Rumor has it that this hearth, and the original foundation, already existed when the village was founded, and that this is where its' name comes from. As the years have passed more rooms have been built onto the Inn, including a second story where travelers can rent small chambers to sleep in at night. The current owner, Hommel, runs the place with a smile and a loud laugh. He often hosts gatherings in his common room where those souls brave enough to be out after dark tell ghost stories about the ruins in the moors North of Hearth. Those ruins are the crumbling remains of an ancient stone tower which is located out in the hills and swamps of the moors. Stories tell that this was once part of the holdings of a forgotten king who tried to rule the surrounding lands, but was brought low by some unknown foe. Villagers, and those hardy souls who venture into the moors looking for veins of tin or other precious metals, describe strange lights which sometimes can be seen around the tower, and how, during stormy nights, the wind carries the moans of an anguished soul. Further north there is a formation of rocks known as the King's Fist. This same seems apt for it looks like a giant stone fist has punched up from beneath the ground. What is unclear, however, is if this is a natural rock formation with an odd look to it, or something which was actually carved to resemble a fist. Either way, the moss,, wind, and untold years of water erosion have chipped away at the fist, and it can take a creative mind to actually see the form without being told what it is. The moors themselves are treacherous and unforgiving. More than a few unwatched lambs have met their end in the bogs and quicksand which the area is known for. Over the years several people have tried to mark safe paths through the moors using string and wooden posts, rock paths, and one enterprising person even tried to build a log road from the boarder of the moor to the ruined tower. All such methods have provided only limited aid to travelers, however, for the nature of the land causes safe paths to shift from one place to another. Even the log road now has gaps in it where the land has reclaimed its' own. All those who venture forth do so at their own risk, and very carefully. To the East of Hearth the land is mostly rolling meadows of wild grasses dotted with small homesteads and farms. This is where various shepherds can be seen tending their flocks, and keeping a wary eye out for wild animals, and thieves. In recent years there have been an increasing number of disputes between homesteaders, as well as farmers, as each try to lay claim to more and more land, and thus come into conflict with each other, as well as the shepherds who have been used to having the run of the whole area. Some of these confrontations have started to turn bloody, and the Headman has petitioned the Baron for more support in keeping the peace. So far the Baron has done nothing. Crossing the Selena river is a time consuming activity. Most people don't actually cross the river, for its' wide and deep enough for small barges, so the average person needs a boat, and those are expensive. However, there is an ancient stone bridge which was here long before Hearth was founded. It is a ways away from the village, due to the rocky and inhospitable nature of the area directly around it. It is about an hours walk South from the village. However, it is tall enough the the locally built barges can be polled underneath it without much trouble. The reason for it being there seems to have been lost. Patches of an old stone road can sometimes be found, but nobody knows where it once led in either the north or the southern direction. South of the river the Blackwood forest begins. Its' name comes from the unusually dark wood which can be harvested from within the forest. This dark wood is highly prized for its' strength and durability. When humans first attempted to settle in this area they used the blackwood for nearly everything, and thus earned the ire of the Elven community which is rumored to exist somewhere beneath the forest canape. This was the first recorded Wild Hunt. Nearly all of the human settles, man woman and child, were slaughtered. The few survivors fled to the Baron's castle, but he had other concerns and it wasn't until the time of that Baron's son when several skilled adventurers managed to negotiate a peace treaty with the Elves, and this allowed them to found the village of Hearth. Despite the treaty with the Elves tensions are still high. Humans who venture into the woods to hunt small game and collect dead wood often report an eerie feeling of being watched all the while they are within the trees. Stories are told of homesteads and farms who's owners tried to establish themselves in the shadows of the trees on the south bank of the river, only to vanish suddenly during the night. Rumors have spread that small Wild Hunts have been seen from time to time, probably chasing after poachers and brigands who try to make the forest their home. Still, at time has passed, small connections between the two communities have formed, and one Elf has even began spending time in Hearth as he learns about the human way of living, and serves as a conduit through which limited communication between the Headman and the Elven elders. His current struggle is to persuade the humans to take more responsibility for the human brigands and poachers who try to make the forest their home in increasing numbers. The most mysterious area surrounding Hearth is also perhaps the smallest. Just west of the village and across the river, are a group of seemingly artificial hills and mounds which are covered in twisted trees and dark thick brambles. The area is almost always covered in thick mist, and leaves the few who visit it with the feeling of being watched by something ancient, and unkind. Stories about the origins of these mounds are conflicting. Some say they mark the burial sites of ancient Kings and warlords. Others say that they must be entrances to the mysterious Underworld or the land of the Fae. What is known is that, over the years, several people have gone missing after proposing to explore inside of the various mounds. For now, the village leaves them alone, and is sure to lock their doors and windows at night against the threat of such dark secrets stalking the night so close to their homes.
: this is an important House Rule. Each player starts with three Hero Points. The player can earn more points through good role-playing, staying in character, performing a heroic action, and generally playing their character's personality and goals to the hilt. There is no upward limit to the number of Hero Points a player can earn during the game session. Points can be spent in the following manner. -Gain a re-roll on any dice roll. -2 Points can be spent to force the DM to re-roll any dice roll. -Add a minor story element which will tie the character into the current scene. For example, a point can be spent to turn that random farmer you pass on the road into your character's uncle who offers to give you a ride as far as the next village in his hay cart. -After combat has ended a Hero Point can be spent to get a 'Second wind' effect. The character will regain hit points equal to a roll of their Hit die plus their level. So, a 2nd level Fighter would regain 1d8+2 hit points. -At the end of a session any unspent Hero Points will be turned in. Each point will garner that character 100 bonus Experience. It pays to Role-Play. More to come as needed.
Robotech tactics I am hosting a RoboTech Tactics demo at 6 PM this Saturday. After this month the RoboTech Tactics ga... by [Jan. 29th 6:31am]
D&D Rules Cyclopedia or 5th Edition Game on tomorrow? I may need to duck out at 1PM for a short bit to take a call, or I can join the pa... by [Jan. 22nd 5:07pm]
D&D Rules Cyclopedia or 5th Edition This day is the Barley Festival. It signifies the end of the harvest when all of the storerooms a... by [Jan. 18th 2:37pm]
D&D Rules Cyclopedia or 5th Edition ... by [Jan. 18th 2:31pm]
D&D Rules Cyclopedia or 5th Edition (First part is taken from the Dead of Winter module by Keith Francis Strohm) Corum is an ancient ... by [Jan. 18th 2:30pm]
D&D Rules Cyclopedia or 5th Edition : this is an important House Rule. Each player starts with three Hero Points. The player can earn ... by [Jan. 18th 11:54am]
View Forum
New Product Arrivals [more]
[FFGSWX17] - Star Wars X-Wing: TIE Defender Expansion Pack
Description:

Star Wars X-Wing: TIE Defender Expansion Pack ($14.95)
Please Inquire [reserve]
[FFGSWX18] - Star Wars X-Wing: E-Wing Expansion Pack
Description:

Star Wars X-Wing: E-Wing Expansion Pack ($14.95)
Please Inquire [reserve]
Photo Not Available
Gygax Magazine #5 ($8.95)
Please Inquire [reserve]
[LGNSTR982] - Star Realms: 400 Count Cardbox (w/224 Sleeves & 3 Promo Cards)
Description:

Star Realms: 400 Count Cardbox (w/224 Sleeves & 3 Promo Cards) ($19.99)
Please Inquire [reserve]
[LGNSTR980] - Star Realms: Standard Sleeves (50)
Description:

Star Realms: Standard Sleeves (50) ($4.50)
Please Inquire [reserve]
[PZO30063] - Pathfinder Flip-Mat: Flooded Dungeon
Description:

Pathfinder Flip-Mat: Flooded Dungeon ($13.99)
Coming Soon! [reserve]
[PZO9454] - Pathfinder Player Companion: Familiar Folio
Description:

Pathfinder Player Companion: Familiar Folio ($12.99)
Coming Soon! [reserve]
[PZO3048] - Pathfinder Cards: Tech Deck Item Cards
Description:

Pathfinder Cards: Tech Deck Item Cards ($10.99)
Coming Soon! [reserve]
[PZO9277] - Pathfinder Campaign Setting: Iron Gods Poster Map Folio
Description:

Pathfinder Campaign Setting: Iron Gods Poster Map Folio ($19.99)
Coming Soon! [reserve]
[CMM0059] - 28mm Fantasy Miniatures: Elf Sorceress on Giant Owl (Limited Edition)
Description:

28mm Fantasy Miniatures: Elf Sorceress on Giant Owl (Limited Edition) ($69.99)
Coming Soon! [reserve]
[PZO9090] - Pathfinder Adventure Path: The Divinity Drive (Iron Gods 6 of 6) (SC)
Description:

Pathfinder Adventure Path: The Divinity Drive (Iron Gods 6 of 6) (SC) ($22.99)
Coming Soon! [reserve]
[PZO1013] - Pathfinder Pawns: Inner Sea Pawn Box
Description:

Pathfinder Pawns: Inner Sea Pawn Box ($39.99)
Coming Soon! [reserve]
[AWGMWX1FW] - Mage Wars Expansion: Forcemaster vs. Warlord
Description:

Mage Wars Expansion: Forcemaster vs. Warlord ($39.99)
Please Inquire [reserve]
[FFGLTR16] - The Hobbit: Enchanted Gold
Description:

The Hobbit: Enchanted Gold ($24.95)
In Stock [reserve]
[BFR201] - GripMat: Dominion (24''x16'', Anti-Slip Play Mat)
Description:

GripMat: Dominion (24''x16'', Anti-Slip Play Mat) ($24.99)
Coming Soon! [reserve]
[BFR109] - GripMat: Xia Quadrant (36''x36'', Anti-Slip Play Mat)
Description:

GripMat: Xia Quadrant (36''x36'', Anti-Slip Play Mat) ($54.99)
Coming Soon! [reserve]
[FFGXC01] - XCOM: The Board Game
Description:

XCOM: The Board Game ($59.95)
In Stock [reserve]
[FFGADN22] - Android Netrunner LCG: Order and Chaos Expansion
Description:

Android Netrunner LCG: Order and Chaos Expansion ($29.95)
Coming Soon! [reserve]
[FFGDJ29] - Descent: Guardians of Deephall Hero & Monster Collection
Description:

Descent: Guardians of Deephall Hero & Monster Collection ($34.95)
In Stock [reserve]
[FFGGOT109] - A Game of Thrones LCG: A Deadly Game Chapter Pack
Description:

A Game of Thrones LCG: A Deadly Game Chapter Pack ($14.95)
In Stock [reserve]
[MUH01012] - Achtung! Cthulhu: Heroes of the Sea (Call of Cthulhu/Savage Worlds)
Description:

Achtung! Cthulhu: Heroes of the Sea (Call of Cthulhu/Savage Worlds) ($23.99)
Coming Soon! [reserve]
Photo Not Available
GripMat: Grass (24''x24'', Anti-Slip Play Mat) ($34.99)
Coming Soon! [reserve]
[GIPOTS05] - Order of the Stick #5: Blood Runs in the Family
Description:

Order of the Stick #5: Blood Runs in the Family ($35.95)
Coming Soon! [reserve]
[LWG1403] - Toulon, 1793: Napoleon's First Great Victory
Description:

Toulon, 1793: Napoleon's First Great Victory ($70.00)
Coming Soon! [reserve]
[GAW90-18] - Warhammer Fantasy Battle: Skaven Grey Seer
Description:

Warhammer Fantasy Battle: Skaven Grey Seer ($22.00)
In Stock [reserve]
[HBSGA109] - Golem Arcana - Durani: Scions of Honor
Description:

Golem Arcana - Durani: Scions of Honor ($34.99)
Coming Soon! [reserve]
View Products
Spotlight Events [more]
Entry $5 Starts at High Noon Prize support: Tournament Pack We are running a Doom Town Reloaded Tournament today Starting at high Noon. Saddle up, Partner! Welcome to Gomorra. A bustling settlement in the Weird West. Rebuilding after a cataclysmic event, the citizens of the town struggle to remake their lives. But of course, powers always come into play. Various factions fight for control of the town, sometimes behind the scenes, sometimes right out in the streets. Itís not a common day that lead does not fly.
We are hosting our FFG Conquest Store Championships Today Games Start at Noon Sign begins at 11am $10 entry fee # rounds swiss, cut to top 8, single elimination We have a FFG store championship kit for prize support Unlike an event run with our seasonal Tournament Kits or a special event like the Android: Netrunner Chronos Protocol Tour, each championship feeds into the following event. The winner of each Store Championship receives a first-round bye at the Warhammer 40,000: Conquest Regional Championship of their choice; the winner of each Regional Championship receives a first-round bye at their National Championship; and the winner of each National Championship receives a first-round bye at the Warhammer 40,000: Conquest World Championship!
X-Wing Store championships Games Start at 12 noon Sign in starts at 11 am $10 entry fee 3 rounds Swiss While many players will come to X-Wing Store Championships in hopes of receiving the Regional Championship bye awarded to the winner, there are other exclusive prizes up for grabs. Each kit contains enough prizes for the top 32 players. Champion: The winner receives a Store Championship plaque and a card granting one first-round bye at a Regional Championship of the playerís choice. Top Four: The top four players each receive one set of acrylic tokens (plus one set for the judge/TO). Top Eight: The top eight players each receive one dice bag (plus one for the judge/TO). Top Thirty-Two: The top thirty-two players each receive one alternate art card (plus one for the judge/TO).
Netrunner Store Championships Games start at 12 Noon Sign in starts at 11am $10 entry Fee 3 rounds Swiss, cut to top 8, Single elmination While many players will come to Android: Netrunner Store Championships in hopes of receiving the Regional Championship bye awarded to the winner, there are other exclusive prizes up for grabs. Each kit contains enough prizes for the top 32 players. Champion: The winner receives a Store Championship plaque and a card granting one first-round bye at a Regional Championship of the playerís choice. Top Four: The top four players each receive one Top 4 playmat Top Eight: The top eight players each receive one deck box Top Thirty-Two: The top thirty-two players each receive one alternate art card.
Star Wars LCG Store championships Games start at 12 noon Sign in starts at 11am 10$ Entry Fee 3 rounds swiss, cut to top 8, single elimination While many players will come to Star Wars: The Card Game Store Championships in hopes of receiving the Regional Championship bye awarded to the winner, there are other exclusive prizes up for grabs. Each kit contains enough prizes for the top 32 players. Champion: The winner receives a Store Championship plaque and a card granting one first-round bye at a Regional Championship of the playerís choice. Top Four: The top four players each receive one Top 4 playmat Top Eight: The top eight players each receive one deck box Top Thirty-Two: The top thirty-two players each receive one alternate art card
Games start at 12 noon Sign in starts at 11am $10 Entry Fee 3 Rounds Joust While many players will come to A Game of Thrones: The Card Game Store Championships in hopes of receiving the Regional Championship bye awarded to the winner, there are other exclusive prizes up for grabs. Each kit contains enough prizes for the top 32 players. Champion: The winner receives a Store Championship plaque and a card granting one first-round bye at a Regional Championship of the playerís choice. Top Four: The top four players each receive one Top 4 playmat Top Eight: The top eight players each receive one deck box Top Thirty-Two: The top thirty-two players each receive one alternate art card.
Jan. 31st (Sat) (12:00PM): Doom Town Reloaded Tournament
Feb. 1st (Sun) (12:00PM): Warhammer 40k Conquest Store championships
Feb. 15th (Sun) (12:00PM): X-Wing Store Championships
Feb. 28th (Sat) (12:00PM): Netrunner Store Championships
Mar. 8th (Sun) (12:00PM): Star Wars LCG Store Cmapionships
Mar. 14th (Sat) (12:00PM): A Game of Thrones Store Championships Joust

Upcoming Events [more]
Entry $5 Starts at High Noon Prize support: Tournament Pack We are running a Doom Town Reloaded Tournament today Starting at high Noon. Saddle up, Partner! Welcome to Gomorra. A bustling settlement in the Weird West. Rebuilding after a cataclysmic event, the citizens of the town struggle to remake their lives. But of course, powers always come into play. Various factions fight for control of the town, sometimes behind the scenes, sometimes right out in the streets. Itís not a common day that lead does not fly.
Jan. 31st (Sat) (12:00PM): Doom Town Reloaded Tournament
View Event Schedule
Photo Albums [more]


Mobile Uploads
(192 Photos) 2015-01-27 [view album]


Timeline Photos
(382 Photos) 2014-12-30 [view album]


Pre-Release Weekend
Khans of Tarkir!
(15 Photos) 2014-09-26 [view album]


Game Kastle September!
Starring Denzel Washington as Seth
(62 Photos) 2014-09-20 [view album]


X-Wing and Star Wars LCG Tourneys!
(6 Photos) 2014-08-17 [view album]


August Gaming!
(66 Photos) 2014-08-16 [view album]

View Photo Gallery

Santa Clara Location Website Fremont Location Website

All Rights Reserved © Game Kastle 2004-2015