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Crisis: 1914
Crisis: 1914
by Worthington Publishing, LLC (2024)
Player Count
1 to 5

Player Ages
13+

Playing Time
1 hour to 2 hours
Categories
  • Political
  • Card Game
  • Dice
  • Wargame
  • Negotiation
  • Educational
  • Designers
  • Maurice Suckling
  • Mechanisms
  • Cooperative Play
  • STR-04 Solo Game
  • Once-Per-Game Abilities
  • Events
  • Negotiation
  • Multi-Use Cards
  • Artists
  • Sean Cooke
  • Family
  • Crowdfunding: Kickstarter
  • Country: Germany
  • Admin: Unreleased Games
  • Rating: 8.5/10 from 2 users

    Description

    Crisis: 1914 is a game of international brinkmanship - if you back down too soon, you lose. If you back down too late you lose.

    But you also have hawks and doves in your cabinet and in your government, and out of these conflicting views you must somehow formulate a coherent response to the crisis to win the day and prevent war.

    Designed for 1 to 5 players with a solitaire engine, and playable in under 2 hours.

    There are 3 interrelated concepts at the heart of Crisis: 1914: Prestige, Tension, and Diplomatic Pressure (DP).

    Prestige is how you win. The player with the most Prestige at the end of the game is the winner.

    Diplomatic Pressure (DP) is how you score Prestige. Every card has a DP value. You apply DP by playing cards. The player with the most Prestige at the end of a turn earns Prestige points. There are other ways of scoring Prestige points too, but this is the most important one.

    Tension is how you lose. If you end a turn in the red zone on the Score Track you are also creating Tension for your opponents which reflects how close you are to provoking them into mobilizing for war. If you provoke them too far war starts and you lose.

    Cards drive the game. There are various card types that affect the game as follows:

    Assertion Cards- which uses your nation's power to increases your Prestige

    Consensus and National Interests Cards- these allow your nation to play more cards

    Diplomatic Back-Channel Cards - these let you increase DP without increasing Tension

    Caution Cards - allow more cards to be drawn

    In addition, some cards have recurring effects on Momentum, which stops players from performing certain actions and Reduce Tension which lets you lower Tension in your country.

    —description from the publisher

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