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Time Of Crisis (TCS) Links Email GM   Last updated May 28, 2018
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Wray Ferrell (1st Year)
Round Day Start Time Duration Location
Demo 1/2 FSu 15 1 Exhibit Annex Table 4
Demo 2/2 Mo 11 1 Exhibit Annex Table 4
Heat 1/2 Mo 13 4 Rathskeller
Heat 2/2 Tu 18 4 Fox Den
Semifinal We 18 4 Rathskeller
Final Th 9 4 Laurel
2018 Tournament Format HMWG

During the Crisis of the Third Century, the Roman Empire nearly collapsed in the face of calamitous internal and external strife, including continuous civil war and barbarian invasions from all directions. Beginning with the assassination of Emperor Alexander Severus, a period of 50 years saw nearly as many different men seize imperial power over all or part of the Empire, until the reforms of Diocletian in 284 AD ushered in an era of peace.

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 1/2 to 3 hours. It incorporates popular game mechanisms such as deckbuilding and hand management, but also delivers a true light wargame experience. 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?

Links:

Map: