Saturday, November 18, 2017
Hours and Location

891 Monroe Avenue
Rochester, NY 14620
(585) 271-3880

Sunday: Noon-6PM
Monday: 2PM-10PM
Tuesday: 11AM-10PM
Wednesday: 2PM-10PM
Thursday: 11AM-10PM
Friday: 2PM-10PM
Saturday: Noon-6PM
Gaming Leagues at Boldos

Magic Casual Night 7pm bring your commander deck


Retiree Board Games 11am- 5pm

Magic league night 7pm

 Wednesday  Warhammer Wednesday 2pm to 10pm
Bolt Action, Warhammer, Ancients, Flames of War are the favorites


Magic Standard Tournament 7pm


Friday Night Magic  Booster Draft 7pm


Board Games 1pm

Sunday Warhammer 40K and Fantasy
Quick Links

Tuesday Night is Magic League Night
Boldo's is running a magic league night every Tuesday night.
New Leagues start January  17.  Each player starts with 3 booster  for $10 and builds a deck.  Every week they may add a booster for $4 to improve their deck.
Amonhket is coming
Boldo's is having Pre-release tournaments
Friday April 22 at midnight $25 Show up by 11pm on Friday 21
Saturday 4/22 at noon $25
Sunday 4/23 at noon $25
The Tournaments will not be two headed giant.
Packs go on sale 4/28 for $3.34 a pack or $108 a box!
Thursday Night Standard Tournament

Thursday Night is now Magic Night.  We will be running a Standad Tournament at 7pm every Thursday for $2.

Friday Night Magic

Boldo's is hosting Friday Night Magic once more.

Every Friday at 7pm



Boldo's Armor

Looking for the perfect helm?  Custom gauntlets to match the plate you picked up in Wales?  In addition to all the games Boldo's is a full fledged armory.  All pieces are custom made to each users needs, including styles, decoration, weight considerations plus anything else that will make your armor a perfect match.  Take a look at the gallery to review a small selection of the pieces I have crafted.

Recent Blogs

Written by:Boldo
10/27/2010 11:21 PM

8th edition is such a radical departure from the precious editions that is not surprising that tactics have changed as well.  In 7th ed there was a lot of merit to going second but now that has chnaged.  With units no longer scoring if fleeing there is little reason to go last.  Shooting also seems to be less important particularly those with 24" range.  As units can now charge much farther fighting can happen at least one turn faster.  While warmachines can do more damage they are also much more vulnerable to counter artillery fire and easily destroyed by initiative tests.  There are also big changes to fleeing.  If the opponents have fliers or fast units then fleeing units are very vulnerable but if there are not then fleeing unit have a greater chance than ever to not be scored.  As units flee only in a straight line  they often can be moved to set up longer fleeing than ever.  In combat there are two big changes.  First units can charge so fair that flanks are much more vulnerable.  Also units can choose to reform rather than pursue and this makes it much harder to redirect units.  These are only a few of the changes which make 8th very differnent but the more you try it the better I think you will find it.


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