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Time Of Crisis (TCS) Email GM   Last updated July 16, 2022
Class A: Experienced Players Only Rules will not be explained. Neither GMs nor players will teach the game to beginners during the event. 
Schedule  GM: Wray Ferrell (3rd Year)
Round Day Start Time Duration Location
Heat 1/2Mo183Alpine
Heat 2/2Tu183Fox Den
SemifinalWe183Grand Ballroom
FinalTh93Laurel
2022 Tournament Format HMW-Points

In Time of Crisis, 2-4 players take the reins of Roman dynasties, gathering and wielding influence among the senate, military, and people of Rome to ensure that their legacies are remembered by history instead of being lost to the mists of time. Starting from control of one province and a few low-value cards, you are challenged to establish your base of power during this fragile period of Roman history. You must build your armies, take control of valuable provinces, develop your support, and defend yourself against barbarian incursions, inopportune events, and the machinations of your political opponents.

Time of Crisis is easy to learn and playable in about 2-3 hours. It incorporates popular game mechanisms such as deckbuilding and hand management, but also delivers a true light wargame experience. The historical flavor is strong, with many meaningful decisions and opportunities presented to players on the board. This game finally fully closes the loop between deckbuilding card games and board games. Your cards dictate what actions are available to you on the board, and in turn, your position on the board directly determines how you can add or remove cards from your deck to make yourself stronger for future turns. Will you specialize in manipulating the Senate, wielding the power of the Legions, or being a man of the People? Or will you master a blend of all three? In a twist unlike most deckbuilding games, you have the privilege of selecting the cards that compose your hand each turn! However, you still need to eventually work through your entire deck before you can use your cards again, so deck management and timing is critical.

All of the key elements of the era are present in Time of Crisis: civil wars between competing generals and governors, Roman legions defending the frontiers against barbarian tribes, Senate favoritism, barracks emperors, even angry mobs, inflation, the Praetorian Guard, and the ability to carve off your own piece of the Roman Empire. Can your dynasty arise as the new leaders of the Roman Empire before Diocletian emerges and brings peace once again?

Advancement from the heats to the semifinals will be based on the Heats Most Wins – Points standard tiebreakers.

HEATS: MOST WINS - POINTS (HMW-P):Tie-breakers are:

  1. Most Wins (e.g., total in all heats entered)
  2. Most Second Places
  3. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  4. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  5. Fewest Heats
  6. High dice roll.

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