Crisis: 1914 (2024)
Tiempo de Juego: 120
Edad Mínima: 13
Jugadores: 1 - 5
Editor: Worthington Publishing, LLC
Diseñadores: Maurice Suckling
Artistas: Sean Cooke
Mecánicas: Events, Turn Order: Random, Solo / Solitaire Game, Negotiation, Cooperative Game, Multi-Use Cards, Once-Per-Game Abilities
Edad Mínima: 13
Jugadores: 1 - 5
Editor: Worthington Publishing, LLC
Diseñadores: Maurice Suckling
Artistas: Sean Cooke
Mecánicas: Events, Turn Order: Random, Solo / Solitaire Game, Negotiation, Cooperative Game, Multi-Use Cards, Once-Per-Game Abilities
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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
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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Crisis: 1914
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ag.gameitem.lastUpdated: 2025-05-01 18:15:19.571