Juniors Events 2014
April 26, 2014

The following is an alphabetical list of Juniors Events. We also provide a chronological listing of Juniors events in our program and in a list of only Juniors Events. Find out more about WBC’s Juniors Program, including the requirements to participate. All events take place in Vista CD. An adult with a badge must accompany the Junior to Vista CD to register for the week. Registration is FREE for Juniors who participate only in Juniors events. All events are Coached, but it is helpful if children are familiar with the games. When possible, Juniors should bring a copy of the games they will play. Listed times are per round. Event winners receive a plaque.

Apples to Apples Jr.
GM: Joanna Melton, VA
Sa11 (R1/2) • 1 hour • SE
In this game, there are two decks of cards: Things and Descriptions. Each turn, the current referee selects a Description and players try to pick, from the cards in their hands, the Things that best match that Description. The referee then chooses the Thing that appeals most and awards the card to the player who played it. The first player to be awarded a pre-determined number of cards, wins.

Blokus Jr.
GM: Daniel Broh-Kahn, MD
Fr9 (R1/2) • 1 hour • SE
Take turns placing pieces on the board, starting from your corner. Each new piece must touch at least one other piece of the same color, but only at the corners! The goal is to get rid of all your pieces.

Can't Stop Jr.
GM: James and Tom Parauda, NJ
Sa9 (R1/2) • .5 hour • SE
Can you stop or will you push your luck to the limits? An early statistics lesson. There’s a board with all the possible results of two six-sided dice: 2 through 12. The object of the game is to move a little marker to the top of three columns by rolling that result, but you need many more 7’s than you need 12’s, based on the likelihood of each result. During your turn, you roll the dice and place temporary markers onto the board. You can continue moving these markers until either none of your dice match (your turn is over and all progress you’ve made is gone), or cut your losses and end your turn (placing a permanent marker in your rows).

Carcassonne Jr.
GM: Rich Shipley, MD
Fr18 (R1/2) • 1 hour • SE
A tile-placement game featuring the southern French city of Carcassonne. The city is famous for its unique Roman and medieval fortifications. Players develop the area around the city by drawing tiles and deploying their followers on roads, in cities, in cloisters and in fields. The skills and strategies (and a little bit of luck) of the players determine who is victorious. Carcassonne is considered one of the “gateway” games that opens the world of boardgames to many new players and has spawned many sequels and imitators.

Elchfest Jr.
GM: Laurie Wojtaszczyk, NY
Fr11 (R1/8) • .25 hours • SE

Two moose face each other across a river. Can they get to the other side and keep their feet dry? Players flick the rocks to form a path. Reach the opposite bank first! GM will bring the giant version!

Fill the Barn Jr.
GM: Charlie Hoopes, PA
Th11 (R1/2) • 1 hour • SE
A card game in which players earn money by planting and harvesting crops to the barn. The game board is a barn with only enough room for three harvests each of six different crop types. Each harvest of a same crop pays a lower price than the previous harvest of that same crop.
Players may also fertilize or irrigate crops.

Drought or Bugs cards may be played to wreck opponents’ crops while they are still waiting to be harvested. Mice, Junk, and Clean-up cards add a further wrinkle by allowing players to change the availability of crop spaces within the barn. The game ends when either the barn is filled, or when the 115-card deck has been exhausted, whichever comes first.

Formula Motor Racing Jr.
GM: Eric Freeman, PA
Sa9 (R1/2) • 1 hours • SE
The quickest playing auto racing game ever. Slick, fast, and fun. Each player controls two cars in the race. Each turn, players play one card and draw one card. Card effects vary from shifting cars forward or backward in the race to removing cars from the race altogether. Control you team of two cars to block opponents and win the most of three races. Beware the crash cards!

Guillotine Jr.
GM: Ray Stakenas, MI
We14 (R1/2) • 1.5 hours • SE
It’s the French Revolution. As an executioner pandering to the masses, try to behead the least popular nobles. Manipulate the line order to suit you. After three days, the highest total wins.

Hero Scape
GM: Frank Sinigaglio, NJ
We18 (R1/1) • 3 hours • SE
This Fantasy Battle Board Game comes with dozens of painted plastic miniatures, each representing a warrior from a different era, and hex-based hard plastic terrain pieces.

Igloo Pop
GM: Jason Levine, NY
Th9 (R1/2) • 1 hour • SE
Players shake plastic igloos in an attempt to identify how many beads (between 2 and 13) they hold. Nine cards are dealt face-up in a circle around the igloos, with each card showing a different number (or range of numbers). Players then start shaking the igloos to find one that matches the number of beads shown on a card. When a match is found, the player marks that igloo with a colored chip and places it on the card with the same number. If the guess is correct, that player receives the card (worth points) as a reward. If the guess is incorrect, that player loses the chip used to mark the igloo. The game is finished when one player has no chips left, or when all of the cards have been claimed!

Ingenious Jr.
GM: Chris Yaure, PA
We11 (R1/2) • 1 hour • SE
Place you pieces on the board. Some pieces have two identical symbols, some have two different symbols (not unlike dominoes). The goal of the game is, through clever placement, to obtain points in the different symbol colors. Points are claimed by placing a piece such that the symbols on it lie next to already-placed pieces with the same symbol. The game ends when no more tiles can be placed onto the board or when a player reaches the maximum number in every color. Now each player looks to see how many points they scored in the colour they ’scored the least’. Whoever has the most points in their least-scored colour is the winner.

Lost Cities Jr.
GM: Jarrett Weintraub, NY
We9 (R1/8) • 5 hour • SE
An easy, two-player card game to gain points by mounting profitable archaeological expeditions to the different sites represented by the 5 colors. Cards played to expeditions must be in ascending order.

Montgolfiere Jr.
GM: John Poniske, PA
Tu9 (R1/2) • 1 hour • SE
Unbelievably exciting balloon race. Yes a balloon race can be exciting. This is a fast and furious game in which up to six players can all take part at the same time. Mongolfier plays so fast that participants often have time for five rounds, and still want to play more. As a balloon captain you drop ballast, throw grappling hooks attack your opponents with sleeping gas and in a pinch use your super-motor. Your object? To reach the moon of course! Strap on your goggles and come join us. Prizes will be given to the top three place winners.

Naval War Jr.
GM: Jim Kramer, PA
Fr14 (R1/2) • 1 hour • SE
Players control a task force of historic WWII Ships. The object is to sink 100 points worth of the other player’s ships. The game comes with 2 decks of cards: The Ship Deck contains 54 cards and the Play Deck contains 108 cards. The Play Deck contains ammunition for your ships. Ammunition must match the gun sizes of your ships to be usefull.

Settlers of Catan Jr.
GM: Tim Mossman, MD
Tu18 (R1/2) • 2 hours • SE
Try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources to build up their civilizations to get to 10 victory points and win the game. A special table offered for very young Juniors.

Slapshot Jr.
GM: Mark Yoshikawa, CA
Sa19 (1/2) • 1.5 hour • SE
A wheeling, dealing game of hockey. Your goal is to manage your team into the playoffs and win the championship. Cheer for Tiny Tim and keep your best players away from the bruisers!

Ticket to Ride Jr.
GM: Matthew Beach, MD
Sa14 (R1/2) • 1.5 hours • SE
Collect various types of train cards and claim railway routes connecting cities throughout North America. Balance greed for more cards with fear of losing critical routes to competitors.

Titan: The Arena Jr.
GM: Greg Crowe, VA
Tu14 (R1/2) • 1 hour • SE
Everyone plays one game for the first round. Winners and enough second place players to make five total will advance to final. Second place advancement will be based on which players scored closer to their respective game’s first place score.

Trains, Planes and Automobiles Jr.
GM: Paul Owen, VA
Th18 (R1/2) • 1 hour • SE
Ride the rails? Fly the skies? Drive the highways and byways? In this fast-playing fun game for the whole family, up to six players are news reporters in the late 1950s racing across the country to beat other players to the cities with the scoops. Each player has a secret assignment city, along with one group city that everyone knows. Each player then receives plane tickets, train tickets, and rental car miles to get to the cities; the trick is some cities can reached only with one or two tickets while some can be reached with all three. You can play Bad Weather cards on other players flying, or Auto Breakdowns on players driving, and Train Delays on rail riders.

TransAmerica Jr.
GM: Ewan McNay, CT
Tu11 (R1/2) • 1 hours • SE

Be the first player to build a railroad network to connect your five cities. Lose points if you aren’t yet connected. At the end of the game, the player who has the most points left is the winner!

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