The Game
A crisis you can run on a table
CRISIS is a card-driven matrix game for three sides, facilitated by a dedicated controller. It compresses weeks of a fictional regional crisis into a handful of rounds, and every round ends with consequences you can see on the tracks.
How a round works
- 1 · Planning
Each side privately allocates action points and selects strategy cards from its hand.
- 2 · Actions
Strategy, intelligence, and negotiation cards are revealed and resolved. Failed actions still cost resources.
- 3 · Adjudication & Events
The facilitator resolves outcomes, and tension accumulation may trigger events that demand an immediate response.
- 4 · Settlement
Tracks update, resources grow or shrink, and the new situation is published to all sides before the next round.
Three sides, three ways to lose
Blue
A maritime trading hub whose prosperity depends on open routes and predictability.
Red
A continental power whose security doctrine prizes depth and deterrence.
Black
A networked non-state actor whose leverage grows whenever institutions weaken.
Facilitator-supported by design
CRISIS follows the matrix game tradition used in professional education: a human facilitator adjudicates outcomes, so the game stays flexible where rigid rules would break. An optional companion web tool assists the facilitator with bookkeeping and settlement. (Companion tool shown as a concept; no demo at this stage.)
In the box
- Region map board (fictional setting)
- Three asymmetric strategy card decks
- Facilitator handbook and scenario booklet
- Track boards for tension, resources, and system health
- Tokens and markers
Rulebook preview
A preview extract of the rulebook will be published at external playtest.