GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
RULES OF PLAY
Game Design by Wray Ferrell and Brad Johnson
T A B L E O F C O N T E N T S
13. Example of Play
Time of Crisis Rules
© 2017 GMT Games, LLC
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1. Introduction
Time of Crisis is a game for two to four players set in the Roman
Empire during the 3rd century. Each player represents the head
of a great family, and attempts to use that family’s influence
to manipulate people and situations to ensure that the family’s
name is remembered by history rather than being lost in the
mists of time.
2. Components
• One game board
• 6 six-sided dice
• This rules manual
• Four player mats
• Three counter sheets consisting of:
• 64 Informational markers (24 Seat of Power/Breakaway
[six markers in each of the four player colors], 17 Quaestor/
Castra, 16 Mobs, 6 No Place Governor and 1 First Player)
• 50 barbarians (10 counters of each of the five tribes)
• 36 Improvements (12 counters of each of the three
improvements)
• 33 Roman Legions
• 32 Governors (6 circular counters in each of the four player
colors, plus 8 gray Neutrals)
• 24 Generals (6 square counters in each of the four player
colors)
• 12 Militia
• 8 square blanks
• 4 Emperor Turns (1 in each of the four player colors)
• 4 Legacy (1 in each of the four player colors)
• 3 Rival Emperors
• 3 Barbarian Leaders
• 120 cards: 105 influence cards (in suits of Red, Yellow and
Blue, each suit has 12 x 1-value; 9 x 2-value, 8 x 3-value,
and 6 x 4-value), and 15 event cards
• Crisis Tables for two- and three-player games
All components in the game are limited to the provided amount.
Roman Legion
Full Strength
Reduced Strength
Governor
Player
Neutral
Barbarian Tribe
Active
Inactive
Militia
Barbarian Leader
Quaestor
Castra
Seat of Power
First Player
Legacy
Improvements
Basilica
Limes
Amphitheater
General
Rival Emperor
Emperor Turns
Mob
Breakaway
No Place Governor
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Time of Crisis Rules
© 2017 GMT Games, LLC
3. Starting the Game
3.1 Game Setup
• Place the game board in the center of the table.
• Each player takes the twenty counters of one color (six
Governors, six Generals, six Seat of Power/Breakaway, one
Legacy, and one Emperor Turns) and a player mat. Place the
Emperor Turns and Legacy counters in the zero space on the
score track located on the map and place the Governor and
General counters near your play mat facedown so the cost
of each counter is visible. Finally, place the Seat of Power/
Breakaway markers nearby for use when needed.
• Each player creates a deck consisting of three Red 1, three
Blue 1 and three Yellow 1 influence cards, and places those
cards face down in the Available Pile on his player mat. Place
all unused 1-value cards back in the box.
• Place the remaining Influence cards beside the game board
in face-up stacks sorted by name.
• Place the Improvement counters (Amphitheaters, Basilicas
and Limes) beside the game board in face-up stacks sorted
by name.
• Place the Legion counters near the board for use when needed.
The names on the Legion counters are for historical flavor
only and have no impact on game play.
• Sort the Barbarian counters by tribe and place all the counters
in their respective homelands inactive side up.
• Place the remaining counters, including the Barbarian leaders,
near the board for use when needed.
• Find the Diocletian event card, set it
aside and shuffle the remaining event
cards. Then shuffle the Diocletian
event and the top three events and
place those four cards at the bottom
of the event deck. Place the event
deck beside the game board.
3.2 Player Setup
• Choose a random player to go first, placing the First Player
marker in front of that player as a reminder.
• Beginning with the first player and proceeding clockwise
around the table, each player selects a province other than
Italia.
• Each player places his at-start Governor in the 1 space on the
support track and his at-start General with one full-strength
Legion and a Militia in the provincial capital space of his
selected province.
• After each player has chosen a province, place a Neutral
Governor in the 1 space on the support track of all remaining
provinces and set the support level of Italia to 8 (the number
of provinces governed by the Neutral faction).
• Each player then secretly chooses any five cards from his
Available Pile to place in his hand, leaving the remaining
four cards face down. The game begins with the First Player.
3.3 Changes for Two- and Three-Player Games
Three Players:
• Place a No Place Governor counter in the provinces of
Hispania, Africa, and Aegyptus.
• Do not place a Neutral Governor in these provinces.
• Use the three-player Crisis table instead of the table printed
on the map.
• Return all Nomad counters to the box as they will not be
needed.
• Italia’s starting support level is six.
Two Players:
• Place a No Place Governor counter in the provinces of
Britannia, Hispania, Africa, Aegyptus, Syria and Galatia.
• Do not place a Neutral Governor in these provinces.
• Use the two-player Crisis table instead of the table printed
on the map.
• Return all Nomad and Sassanid counters to the box as they
will not be needed.
• Italia’s starting support level is four.
Provinces marked with a No Place Governor marker are treated
like any other province except players cannot choose them as their
initial province nor target them with the Place Governor action.
4. Definitions
• Adjacent: Two regions that share a common border. In
addition, the provinces of Hispania/Africa and Thracia/Asia
are considered to be adjacent to each other.
• Army: All barbarians of the same tribe in a region, a Rival
Emperor, a Militia unit, or a general and all units stacked
with him.
• Emperor: The governor of Italia.
• Enemy: All Barbarian counters not in the player’s army,
Rival Emperors, and units commanded by other players.
• Neutral Faction: All the neutral governors are considered
to be the owned by the same player, the neutral faction.
• Pretender: A player who has a Seat of Power marker in a
province he governs (12.0).
• Pretender Provinces: All provinces containing a Seat of
Power or Breakaway marker.
• Region: Provinces, sea zones and Barbarian homelands are
regions.
• Unit: A counter that represents a military force, such as
Roman Legion, Militia, Barbarian, Barbarian Leader, or Rival
Emperor.
Time of Crisis Rules
© 2017 GMT Games, LLC
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5. Cards
Cards in your hand represent your political capital that can be
spent to manipulate people and situations to benefit your family.
Military
Senate
Populace
5.1 Influence Points
All actions that a player performs during the game are paid
for with influence points. Influence points are in one of three
spheres: Military (Red), Senate (Blue), or Populace (Yellow).
Playing a card from your hand generates influence points equal
to its value in the sphere represented by its color. You are not
required to spend all the points generated from a card before
playing another card, but any unspent influence points are lost at
the end of your turn. Players may find it helpful to track points
remaining to be spent using the pips of a die placed on any card
not fully spent.
5.2 Events
If you play an influence card that has an event, you may play
that event at any applicable time during your turn as described
in the event text. The card still generates its influence points
whether or not you choose to use the event.
5.3 Buying/Trashing Cards
Each province on the map has a support level from 0 to 4 (Ex-
ception: Italia’s support ranges from 0 to 8). The provinces
you govern generate political points equal to their support level
minus the number of Mob counters present (11.1). Political
points are spent to buy new cards and/or trash unwanted cards.
Newly-purchased cards are placed in your Discard Pile and
trashed cards are removed from the game. Any unspent political
points are lost at the end of your turn.
You may buy a card from the supply by spending political points
equal to the card’s cost plus the number of cards you have already
bought this turn. A card’s cost is equal to:
• Its value if the value is less than or equal to the number of
provinces you currently govern,
• Double its value if the value is greater than the number of
provinces you currently govern.
You may trash a card in your Discard Pile by spending three
political points, regardless of the card’s value.
Example: You govern Galatia with a support level of 4, Syria
with a support level of 3 and Asia with a support level of 3. You
have ten political points with which to buy/trash cards. Possible
options include:
• You could buy a 3-value card for three points, then buy a
2-value card for three points (two points for the 2-value
card plus one point for the previously bought card) and then
buy another 2-value card for four points (two points for the
2-value card plus two points for the two previously bought
cards).
• You could buy a 3-value card for three points, another 3-value
card for four points and trash a card from your Discard Pile
for the remaining three points.
• You could trash three cards from your Discard Pile for nine
points, losing the remaining point.
• You could buy a 4-value card for eight points (the cost is
doubled since the value of the card exceeds the number of
provinces you govern), losing the remaining two points.
6. Sequence of Play
A player completes all eight phases before proceeding to the
next player.
6.1 Upkeep
Remove all Quaestor markers in provinces you govern and
Castra markers on armies you command.
6.2 Crisis
Roll 2d6 on Crisis Table and resolve the result (9.0).
6.3 Take Actions
Play cards from your hand and spend influence points to perform
any combination of the following actions in any order you wish.
You may choose the same action multiple times, if you can af-
ford to pay the necessary influence points.
6.3.1 Military Actions
Recruit General
Spend Military influence equal to the printed cost on the back
of one of your unclaimed General counters to move that counter
to your Available Leaders box. You may purchase any General
you can afford.
Add Legion to Army
Select an army you command located in a province you gov-
ern. To add a full-strength Legion to the selected army, spend
Military influence equal to the number of Legions that will be
in the army after the Legion has been added.
Example: To add a second Legion to an army costs two Military
influence, to add a third Legion would cost three.
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Time of Crisis Rules
© 2017 GMT Games, LLC
Create Army
Spend one Military influence to place one full-strength Legion
along with a General from your Available Leaders box in a
province you govern.
Train Legions
Spend one Military influence to flip one reduced-strength Legion
in an army you command back to its full-strength side.
Move Army
• You may spend one Military influence to move an army you
command from one region to an adjacent region.
• If you move an army into a province, place the army outside
of the provincial capital.
• At any time during your turn, if you have an army in a
province and no other army is in the provincial capital space,
you may move that army into the provincial capital space for
no cost.
• At any time during your turn, if you have an army in a
provincial capital space, you may move that army out into
the surrounding province for no cost.
Notes:
• There are no restrictions on how far an army may move
other than the cost to pay for it.
• There is no limit on the number of armies that can be in
a province, but only one army can occupy the provincial
capital space.
• An army may never drop off or pick up Legions, nor
combine with another army.
• An army may never end a turn in a sea region.
• Militia may never move with armies, but may stack with
an army that is in the provincial capital.
EXAMPLE: The movement costs for the army in Africa is as
follows: four points to move to Britannia (green arrows), two
points to move to Italia (blue arrows), three points to move to Asia
(yellow arrows), or one point to move to Aegyptus (red arrow).
Initiate Battle
Spend one Military influence to initiate a battle (8.0) between
one of your armies and another army in the same region. The
battle must be completed before initiating another battle. Once
an army is involved in a battle it may not be selected for the
Move Army or Initiate Battle actions until the start of the owner’s
next Take Actions Phase.
Disperse Mob
Spend one Military influence to activate an army you control in
a province you govern. Subtract one support from the province
and remove a number of Mob counters from the province equal
to the number of units in the activated army. This is not consid-
ered an Initiate Battle action; therefore no legacy is gained and
the army may still move and battle as normal.
6.3.2 Senate Actions
Recruit Governor
Spend Senate influence equal to the printed cost on the back of
one of your unclaimed Governor counters to move that counter
to your Available Leaders box. You may purchase any Governor
you can afford.
Support level of Italia: The support level of Italia reflects the
support the Emperor has among the Senate. As the Emperor’s
senatorial support increases, his power grows; as this support
is lost, his power wanes. When a new Emperor claims the
throne the support level of Italia is set to the number of prov-
inces governed, including Italia, by the new Emperor. During
his reign, the support level of Italia is increased by one each
time the Emperor performs a successful Place Governor ac-
tion and is immediately decreased by one each time he must
remove a Governor from the map. In addition, enemy armies,
Barbarians, Rival Emperors and Pretenders (6.4) can decrease
the support level of Italia.
Place Governor
You may replace the Governor of a province that does not con-
tain a Breakaway or Seat of Power marker by gaining enough
votes in the Senate. The required number of votes is determined
as follows:
• The base number of votes needed is equal to double the
province’s support level.
• Each unit in the provincial capital commanded by the player
who governs the province adds one to the required number
of votes.
• Each unit commanded by you in the provincial capital
subtracts one from the required number of votes, to a
minimum of one.
For each point of Senate influence spent roll one six-sided die.
You must declare how many influence points you are spending
before rolling the dice. Results are tallied as follows:
Each 1 rolled:
+1 vote only if the Neutral faction
currently governs the target province.
Each 2-5 rolled: +1 vote
Each 6 rolled:
+1 vote and one bonus die.
Time of Crisis Rules
© 2017 GMT Games, LLC
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Any bonus dice earned are rolled following the same procedure.
Thus, a result of 6 on a bonus roll does grant another bonus
die. There is no limit to the number of bonus dice that can be
earned in this way.
If you gain the required number of votes, follow these steps:
• Remove all Mob counters from the province and any Militia
counter in the capital.
• Replace the former Governor with a Governor from your
Available Leaders box. Return the former Governor to the
owner’s Available Leaders box (or to the side of the board,
if a Neutral governor).
• Reduce the support level of your new province by one to a
minimum of one. Exception: If placing a Governor in Italia
the support level is set to the number of provinces, including
Italia, that you currently govern.
• Adjust the support level in Italia if necessary.
Each province can only be the target of one Place Governor
action during your turn.
Example: You target Hispania with a Place Governor ac-
tion. The support level of Hispania is currently three and it is
governed by another player. You command one Legion in the
provincial capital of Hispania. The number of votes needed is
five—the support level of the province (three) times two is six,
minus one (for the one Legion you command in the capital).
You play a Blue 3 and a Blue 1 influence card, allowing you
to roll four dice (one die per point of Senate Influence played).
You roll 6, 6, 2 and 1 for a total of three votes. However, the
two 6s you rolled grant two bonus rolls which are a 6 and a 1.
This adds another vote to your total (now four), and since one
of the results was a 6 you get yet another bonus roll. The new
roll is a 3, which adds a fifth vote to your total, but since the
result was not a six you are done rolling dice. With five votes,
your proposal to replace the governor passes. You place your
Governor in the two space (support level drops by one from the
previous support level from replacing the Governor) and return
the former Governor to the owner’s Available Leaders box.
Recall Governor
Spend two Senate influence to move one of your Governor
counters on the map to your Available Leaders box. Place a
Neutral Governor in the vacated province in the one space on the
support track and adjust the support level in Italia if necessary.
6.3.3 Populace Actions
Increase Support Level
Spend Populace influence equal to the value of the next higher
space on the support track of a province you govern to move your
Governor to that space. This action cannot be performed in Italia.
Example: If Syria’s support level is currently two it would cost
three Populace influence to move your Governor from the two
space to the three space.
Place Militia
Spend two Populace influence to place a Militia counter in the
capital of a province you govern that does not already contain
one and is free of enemy units. Militia cannot be moved, but will
stack with any army you command in the capital. Any Militia
counter present is removed if the Governor is replaced.
Hold Games
Spend two Populace influence to remove one Mob counter from
a province you govern.
Build an Improvement
Spend three Populace influence to build
an improvement in a province you gov-
ern that does not already contain that
improvement. The selected province
cannot contain a Mob, Barbarians, Rival Emperor, or armies
commanded by other players in the provincial capital. Each
improvement in a province increases the legacy earned by the
governor and provides the following bonus:
• Amphitheater: Mob counters are not added to a province
containing an Amphitheater during the End of Turn Phase.
• Basilica: Roll one additional die for each province you
govern containing a Basilica when performing a Place
Governor action in Italia.
• Limes: Invading barbarians placed in a province containing
Limes and all subsequent provinces on that invasion path
are placed on their inactive side. Inactive barbarians do not
cause any support loss, but will defend themselves normally
if attacked.
6.4 Support Check
Perform the following steps, in order:
• Reduce the support level of all your governed provinces
containing at least one active Barbarian, a Rival Emperor
and/or an enemy army in the provincial capital by one.
• If you are Emperor and there is a Pretender and/or Rival
Emperor on the map, reduce the support level of Italia by one.
This is in addition to any reduction that may have occurred
in the previous step.
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Time of Crisis Rules
© 2017 GMT Games, LLC
• All of your Governors in provinces that now have a support
level of zero or where the number of Mob counters equals
or exceeds the support level are removed from office. Return
these counters to your Available Leaders box. Place a Neutral
Governor in the one space on the support track in any vacated
provinces. If placing a Neutral Governor in Italia, the support
level of Italia is set to the number of provinces that are
governed by the Neutral faction.
• If you are still Emperor at this point, reduce the support
level of Italia by one for each Governor you removed in the
previous step. If the support level of Italia is reduced to zero
you are replaced by a Neutral Governor as in the previous
step.
Support Check Example: At the start of the Green player’s Sup-
port Check Phase, he governs four provinces and is Emperor as
he is governor of Italia.
The Green player is required to reduce the support of Thracia
from one to zero due to the presence of active barbarians in
the province. In addition, the support level of Pannonia must
be reduced from two to one; the support loss is not increased
for having both active barbarians and an enemy army in the
provincial capital.
The Green player is required to reduce the support level of Ita-
lia from four to three due to the presence of the Rival Emperor
Postumus in Gallia.
The Governor of Thracia is replaced by a Neutral Governor as
the support level was zero. Since the Green player had to remove
one Governor the support level of Italia is reduced by one to two
completing the Support Check Phase.
6.5 Expand Pretender Empire
If you are a Pretender, place a Breakaway marker in each prov-
ince you govern, except Italia, with a support level of three or
higher that is not already marked and is adjacent to any province
that was part of your Pretender empire at the beginning of this
phase.
Time of Crisis Rules
© 2017 GMT Games, LLC
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6.6 Gain Legacy
Perform the following steps, in order:
• If you are a Pretender:
• Gain one legacy for each province you govern containing
a Seat of Power or Breakaway marker if there are no other
Pretenders.
• If you are the Emperor:
• Remove any Breakaway or Seat of Power markers in
provinces you govern, as your claim has been legitimized.
• Gain legacy equal to the support level of Italia minus the
number of Pretender provinces, treating a negative number
as zero.
• Advance your Emperor Turns marker by one on the score
track if there are no Pretenders or Rival Emperors present.
• Gain one legacy for each province you govern
• Gain one legacy for each improvement present in the
provinces you govern.
Gain Legacy Example: Continuing with the Green player’s turn,
at the start of the Gain Legacy Phase he governs three provinces
and is Emperor as he is governor of Italia. He gains six legacy
for the turn as follows: +2 for the support level of Italia since
he is Emperor, +3 for governing three provinces and +1 for hav-
ing an Amphitheater in Italia. His Emperor Turns marker is not
advanced due to the presence of the Rival Emperor Postumus.
6.7 Buy/Trash Cards
Place all played cards in your Discard Pile. Then, you may
discard any number of additional cards from your hand to your
Discard Pile. You may then spend the political points generated
by your governed provinces to purchase and/or trash cards (5.3).
You can look at the cards in your Available Pile and/or Discard
Pile to help you determine what cards you wish to buy.
6.8 End of Turn
Perform the following steps, in order:
• Add one Mob counter in each province you govern containing
a Mob and no Amphitheatre.
• Flip all inactive barbarians in provinces you govern to their
active side.
• Secretly select cards from your Available Pile to refill your
hand up to five cards. If you need to select a card and your
Available Pile is empty, place your Discard Pile face down
in your Available Pile and continue selecting. Once you have
refilled your hand, the player to the left of you takes his turn.
Variant: To speed up play, the next player can start his turn
when the current player starts the Buy/Trash Cards Phase. It
will give players knowledge of the next Crisis roll (and pos-
sibly more) while they buy cards and select their new hand,
however it should have little impact on the outcome of the
game as all players will benefit equally from this knowledge.
7. Determining the Winner
7.1 Game End
The last round of the game is triggered when, at the end of his
turn, a player is Emperor and has 60 or more legacy. The game
will end when all players have taken the same number of turns.
Or, if the Diocletian event is drawn, the game ends immediately.
Players then receive bonus legacy based on the number of turns
they were the undisputed Emperor of the Roman Empire, as
indicated by the Emperor Turns markers on the score track.
The player with the most turns receives the 1st place bonus; the
player with the next highest turns receives the 2nd place bonus,
and so on. A player must have been an undisputed Emperor at
least once to receive this bonus.
• 1st place – 10 legacy
• 2nd place – 6 legacy
• 3rd place – 3 legacy
• 4th place – 0 legacy
In the case of a tie in Emperor Turn scores, all tied players
receive the same legacy bonus.
Example: The Green and Red players were undisputed Emperors
for five turns each, the Yellow player for three turns and the Blue
player was for zero turns. The Green and Red players would both
receive 10 legacy, the Yellow player would receive 3 legacy and
the Blue player would not receive any bonus legacy.
The winner is the player with the most legacy. Any ties are
broken in the following order:
1) Current Emperor
2) Current Pretender
3) Player governing the most provinces
4) Player commanding the most Legions
5) Highest die roll.
7.2 Short Game
If players want a quicker playing game, reduce the legacy needed
to end the game from 60 to 40. This is recommended for your
first game to allow players to become familiar with the game
mechanics.
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Time of Crisis Rules
© 2017 GMT Games, LLC
8. Combat
8.1 Procedure
• Each unit in the battle rolls between one and three six-sided
dice, as follows:
Legions, Militia, Barbarian:
Roll one die
Barbarian Leader:
Roll two dice
Rival Emperor:
Roll three dice
• Each type of unit requires a different target number to hit:
Full-strength Legion:
Hit on 3+
Barbarian, Barbarian Leader,
Rival Emperor:
Hit on 4+
Reduced-strength Legion, Militia:
Hit on 5+
• As with Place Governor rolls (6.3.2), each 6 rolled also earns
a bonus die. Any bonus dice earned are rolled following the
same procedure and to-hit target number as the base roll.
Thus, a result of 6 on a bonus roll does grant another bonus
die. There is no limit to the number of bonus dice that can
be earned in this way.
• Both sides roll their dice and simultaneously inflict damage.
• Each hit flips a full-strength Legion to its reduced-strength
side or removes a Barbarian, Barbarian Leader, Rival
Emperor, Militia, or reduced-strength Legion.
• Players allocate hits they inflict on barbarians in any manner
they wish, but must take hits inflicted on their units in the
following order: Militia, Barbarians, and then Legions.
• Eliminated Legions and Militia are returned to the supply,
where they can be acquired again.
• If all units in a Roman army are eliminated, return the
General counter to the owner’s Available Leaders box.
• Eliminated barbarians are returned to their homeland,
inactive side up.
• Eliminated Barbarian Leaders are removed from the game.
8.2 Determining Victory
The winner of a battle is the side that inflicted the most hits with
ties going to the defender. If one side was eliminated, the other
side is victorious regardless of hits inflicted. If both sides are
eliminated there is no winner.
The winner of the battle gains two legacy. If the winner defeated
a barbarian tribe, he gains one additional legacy for each barbar-
ian counter removed.
8.3 Retreat
Defeated Roman armies do not retreat unless they were defend-
ing in a provincial capital space. In that case, the army must
immediately move out into the surrounding province. Any
surviving units from a defeated barbarian army are placed back
in their homeland still on their active side.
Combat Example: During the Red
player’s turn he plays a Military 3 -
Flanking Maneuver influence card. He
uses one Military influence point from
the card to perform the Initiate Battle
action, choosing the Green army to
attack. The red player will roll 3d6 (1d6
per Legion) while the Green player will
roll 3d6 (2d6 for the two Legions and
1d6 for the Militia). Before the dice are
rolled, the Red player uses the Flanking
Maneuver event from the card to allow a re-roll if needed. The
Red player rolls 5, 3, 3 for three hits (full strength legions hit on
a 3+), but the presence of the Castra reduces the hits inflicted
by one for a final total of two hits. The Green player rolls a 2 for
his full-strength legion, which misses, a 5 for his reduced-strength
legion, which is a hit (reduced strength legions hit on a 5+) and
a 4 for his Militia, which misses (Militia hit on a 5+) for a total
of one hit. Since the Red player is winning the battle 2 hits to 1
hit, he decides not to use his re-roll ability. The Green player
must remove the Militia for the first hit (as it is first in hit prece-
dence) and decides to remove his reduced-strength legion for the
second hit. Since he lost the battle, he must retreat his army into
the province and remove the Castra marker. The Red player flips
one of his full-strength legions for his one hit and chooses to
advance his army into the Provincial capital.
Continuing his turn, he spends one Military influence from the
card to perform the Train Legions action, flipping the reduced
legion back to its full-strength side, leaving one Military influ-
ence available to spend.
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© 2017 GMT Games, LLC
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8.4 Advance
Immediately after any required retreat is performed, a victorious
Roman army may choose to advance into the provincial capital
space, if it is vacant.
9. Crisis Checks
Roll the white and black dice and consult the crisis table ap-
propriate for the number of players.
Ira Deorum
Flip one inactive Barbarian to its active side in every tribe’s
homeland, but do not check for invasion.
Event
Draw the top card from the event deck and follow the instruc-
tions on the card. Players may wish to place lasting events on
the map as a helpful reminder.
Pax Deorum
All players secretly select one card from their Available Pile
and place it in their hand.
Franks, Alamanni, Goths, Sassanids, or Nomads
• Flip one inactive counter of the named tribe in their homeland
to its active side.
• Roll the white and black dice again.
• If the number rolled on the black die is less than or equal
to the number of active counters in the tribe’s homeland, a
number of active counters equal to the number rolled on the
black die invade.
• The value on the white die determines the invasion path, as
indicated on the map.
• Place barbarians, leaders first, in the first province listed until
there are three barbarians of the invading tribe in the province.
Repeat this step for each province listed on the invasion path
if barbarians remain to be placed.
• If there are any barbarian counters remaining after reaching
the end of the list place them back in the tribe’s homeland
on their active side.
• Barbarians never Initiate Battle and multiple tribes will co-
exist peacefully in the same province.
Invasion Example: Asia contains three Goths, Galatia contains
two Sassanids, and there are five active and three inactive Sas-
sanids in their homeland.
The dice are rolled and the result is the Sassanid entry on the
Crisis table. One inactive Sassanid unit in its homeland is flipped
to its active side, bringing the total of active Sassanids in their
homeland to six.
The dice are rolled again; the black die is five and the white die
is three. Since the five is less than or equal to the number of
active Sassanids, five Sassanids invade (the value of the black
die) and the invasion path is Galatia then Asia (the value of the
white die). However, the invading Sassanids are flipped to their
inactive side upon encountering the Limes in Galatia.
One Sassanid is placed in Galatia bringing the number of Sas-
sanids in Galatia to three. Since there are now three Sassanids
in Galatia and still barbarians to place, the remaining barbar-
ians continue to the next province listed on the invasion path,
which is Asia.
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Time of Crisis Rules
© 2017 GMT Games, LLC
There are no Sassanids present in Asia so three Sassanids are
placed in Asia; the presence of the Goths has no impact on the
number of Sassanids placed. The one remaining Sassanids coun-
ter is placed back in the Sassanid homeland on its active side as
the end of the invasion path has been reached leaving two active
Sassanids in their homeland.
10. Historical Figures
10.1 Barbarian Leaders
There are three Barbarian leaders that are brought
into play via event cards. Each leader rolls 2d6
in battle, is removed after one hit and has a
special power that is explained in the event text
that brings them into the game. If a Barbarian
leader is removed because of a player’s victory, the player can
either take an immediate Increase Support Level action at no
cost in the province from which the leader was removed, or the
first Military card he buys in the current turn’s Buy/Trash Cards
Phase has its cost reduced by two points. If the latter action is
chosen, flip the leader over and place it in your play area as a
reminder.
10.2 Rival Emperors
There are three Rival Emperors that are brought
into play via event cards. Each Rival Emperor
rolls 3d6 in battle and is removed after one hit.
If a Rival Emperor is removed because of a
player’s victory, the player can either take an
immediate Increase Support Level action at no cost in the
province from which the Rival Emperor was removed, or the
first Senate card he buys this Buy/Trash Cards Phase has its
cost reduced by two points. If the latter action is chosen, flip
the Rival Emperor over and place it in your play area as a re-
minder.
Rival Emperors reduce the support in Italia during the Support
Check Phase (6.4) as well as in the province where they are
located. They never Initiate Battle and will peacefully co-exist
with barbarians in the same province.
11. Mobs
Mob counters represent rioting and instability in
the provincial capital of a province.
Note: A Mob counter can be flipped to become a ‘Mob x 2’
counter, which is exactly equivalent to two individual Mob
counters. ‘Mob x 2’ counters are provided simply for easier
management of large mobs; at any time, a ‘Mob x 2’ counter
can be exchanged for two Mob counters and vice versa.
11.1 Effects
• During the Support Check Phase (6.4), if the number of
Mob counters in a province equals or exceeds the province’s
support level the Governor is replaced by a Neutral Governor
with a support level of one.
• The political points generated by a province are reduced by
the number of Mob counters in the province. (5.3)
• During the End of Turn Phase (6.8), one Mob counter is added
to each of your governed provinces that already has a Mob
counter and no Amphitheater.
Example: You govern Galatia with a support level of four which
contains two Mob counters and Asia with a support level of three.
You will have five political points (Seven support minus the two
Mob counters) with which to buy/trash cards. During the End
of Turn Phase, a third Mob counter will be added to Galatia.
11.2 Removing Mobs
Mob counters can be removed in the following ways:
• The owner of an army in a province he governs may perform
the Disperse Mob action to remove Mob counters equal to
the number of units in the army.
• The Governor of a province may perform the Hold Games
action to remove one Mob counter.
• All Mob counters are removed from a province when the
governor is replaced.
12. Pretender
12.1 Creation of a New Pretender
A player can become ruler of his own personal empire by play-
ing the Pretender event. For purposes of creating or adding to
an empire, the provinces of Gallia and Britannia are considered
to be adjacent. The province of Italia can never be added to a
personal empire.
When playing the event, you must choose one of your eligible
provinces (as described in the event text) to be your capital by
placing your Seat of Power marker in that province. Then mark
the rest of the eligible provinces in your empire by placing
Breakaway markers in them.
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© 2017 GMT Games, LLC
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Pretender provinces (marked with a Seat of Power or Breakaway
marker) are immune to the Place Governor action and reduce the
support in Italia during the Support Check Phase (6.4).
Once a player becomes a Pretender any province he governs with
a support level of three or higher that is not already in his empire
and is adjacent to any province in his empire will automatically
leave the Roman Empire and join his empire during the Expand
Pretender Empire Phase (6.5).
Pretenders gain bonus legacy points during the Gain Legacy
Phase (6.6).
12.2 Occupation of a Pretender Provincial
Capital
During your turn, if you control an army in the Provincial capital
of a province containing a Breakaway marker not governed by
you, remove the marker and return the Governor of that province
to the owner’s Available Leaders box. You may then place a
Governor from your Available Leaders box in the “1” space of
province’s support track at no cost. If you decide not to or can’t
place a Governor, place a Neutral Governor in the “1” space in
the province’s support track instead.
During your turn, if you control an army in the Provincial capital
of a province containing a Seat of Power marker not governed by
you, the process is the same, except after placing your Governor/
Neutral Governor remove all Breakaway markers in provinces
governed by that player, but do not remove those governors.
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© 2017 GMT Games, LLC
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13. Historical Notes
13.1 Influence Cards
Red 1: Unidentified sculpture of a period Roman soldier.
Castra: The Latin word castra was used by the Romans to mean
(among other things) a temporary camp constructed by legions
for use as a military defensive position. When near enemies, the
legions would construct marching camps. A trench would be dug
around the camp, throwing the dirt inward, to be formed into a
rampart. On top of this, stakes would be erected. The soldiers
had to carry these stakes while marching. Art: Original drawing
created for the game by Dariusz Buraczewski.
Flanking Maneuver: A flanking maneuver is an attack on the
sides of an opposing force which significantly reduces the ma-
neuverability of the outflanked force and its ability to defend
itself. One of the most famous flanking maneuvers in history
was used in Hannibal’s victory over the Romans at the battle of
Cannae in 216 BC. Art: Fresco from the synagogue in the Roman
fortified frontier city of Dura Europos dating around 250 AD.
Praetorian Guard: The Praetorians may have been tasked with
protecting the Roman Emperor, but they were also the single
greatest threat to his life. The guard or their prefect played
a part in the murder of Commodus in 192, Caracalla in 217,
Elagabalus in 222 and Pupienus and Balbinus in 238. Emperor
Pertinax was confirmed by the Praetorians in 193 and then slain
just three months later when he tried to force them to accept
new disciplinary measures. Art: The Praetorians Relief, part of
the Arch of Claudius erected to commemorate the conquest of
Britain, is a Roman marble relief dated to 51–52 AD and housed
in the Louvre-Lens.
Blue 1: Marble statue from the 1st century of an aristocratic
Roman with toga with a re-worked head of Emperor Nerva.
Housed in the Vatican Chiaramonti museum.
Tribute: Historically, Rome paid tribute (basically a bribe) to
the various barbarian tribes so they would stop their pillaging
ways and head back home. One example was Alexander Severus
who, on the advice of his mother, attempted to buy off the Franks
who had invaded Gallia. It caused the Roman legions—who
felt like the Franks should be punished for their insolence—to
look down on him, eventually leading to the assassination of
both Alexander and his mother. Art: Photo of the 33-lb. haul of
bronze and silver Roman coins dating from the third century
unearthed by Swiss archaeologists in July 2015 in the country’s
northern municipality of Ueken.
Foederati: Foederati was the practice of providing benefits
in exchange for military assistance. The term was also used,
especially under the Roman Empire, for groups of barbarian
mercenaries, who were typically allowed to settle within the
Empire. Basically, Rome gave barbarians land in return for
help defending the empire. Art: A scene from Trajan’s Column
showing three barbarian foederati behind a Roman legionary.
The looping lines around them are war bugles.
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Time of Crisis Rules
© 2017 GMT Games, LLC
Damnatio Memoriae: A Latin phrase whose literal translation
is “condemnation of memory,” meaning that a disgraced person
must be stricken from memory. It was a form of dishonor that
could be passed by the Roman Senate on traitors or others who
brought discredit to the Roman State. The intent was to erase the
person from history. Art: The Severan Tondo, a circa AD 199
tondo of the Severan family, with portraits of Septimius Severus,
Julia Domna, Caracalla, and Geta. Geta’s face has been erased,
because of the damnatio memoriae ordered by his brother.
Yellow 1: Painting of a carpet salesman by Ettore Forti (1850-
1940).
Quaestor: A Quaestor was a magistrate in charge of the city’s
treasury. As time passed their duties were expanded to include
collecting taxes and tributes from the territories as well as re-
cruiting new soldiers for service in the army. Eventually each
provincial governor would have his own Quaestor. This event
supposes your Quaestor is looking after your interests in the
province while your attention is focused elsewhere. Art: Color
lithograph of a Quaestor by Jacques Grasset de Saint-Sauveur
(1757-1810).
Mob: Over one million people lived in ancient Rome and many
of them did not have a regular job. Even the most powerful
emperors had to keep this vast mob of Romans happy. Most did
this by distributing grain and holding vast spectacles to keep
them occupied. The Roman satirist Juvenal described this in his
famous quote, “Two things only the people anxiously desire—
bread and circuses.” Couldn’t have a game on ancient Rome
without a Mob event. Art: Drawing of a mob assassinating P.
Clodius Pulcher by Augustyn Mirys (1700-1790).
Pretender: A person who claims or aspires to a title or posi-
tion—in this case Emperor of Rome. Most Emperors spent a lot
of time and money stamping out numerous pretenders during
their reign. Art: Queen Zenobia before Emperor Aurelianus by
Giovanni Battista Tiepolo (1696–1770).
13.2 Events
Art: All event cards are original illustrations created for the
game by Kurt Miller.
#1 Plague of Cyprian: The name given to a pandemic, prob-
ably of smallpox, that afflicted the Roman Empire from AD 251
to 270. Its modern name commemorates St. Cyprian, the bishop
of Carthage, who witnessed and described the plague.
#2 Ardashir: The founder of the Sassanid empire.
#3 Priest King of Emesa: Uranius Antoninus successfully
defended Syria against Shapur I in 253, but declared himself
Emperor when he felt his actions were not appreciated by Rome.
#4 Palmyra Allies: The defeat and captivity of emperor
Valerian at the hands of the Sassanian monarch Shapur I in
260 left the eastern Roman provinces largely at the mercy of
the Sassanids. Odaenathus, king of the Palmyrene Kingdom,
attacked the Sassanids before they could cross the Euphrates,
and inflicted upon them a considerable defeat. He was murdered
in 267 under mysterious circumstances (some say it was Rome
worried about his growing power), leaving his widow Zenobia
as the leader of Palmyra.
#5 Shapur I: Son of Ardashir, who took over as King of the
Sassanid Empire upon his father’s death in 242. The most notable
event of his reign was the decisive defeat of the Romans at the
Battle of Edessa, where the Roman army was defeated and the
Roman Emperor Valerian captured. The Emperor was never
released and for the rest of his life was used as a footstool by
Shapur when he mounted his horse.
#6 Postumus: Marcus Postumus was a western Roman em-
peror of provincial origin. He usurped power from Emperor
Gallienus around the year 260 and assumed the title and powers
of emperor in the western provinces of Gallia, Britannia and
Hispania, thereby founding what was called the Gallic Empire.
He ruled for the better part of ten years before he was murdered
by his own troops.
#7 Ludi Saeculares: A Roman religious celebration, involving
sacrifices and theatrical performances, held in Rome every 100
to 110 years. The celebration lasted for three days and nights.
#8 Cniva: A Gothic chieftain who invaded the Roman Empire
and successfully captured the city of Philippopolis in 250, and
killed Emperor Decius during the battle of Abrittus. This was
the first time a Roman Emperor had been killed in combat
against barbarians.
#9 Zenobia: The second wife of King Odaenathus, she became
queen of the Palmyrene Empire following Odaenathus’ death
in 267. By 269, Zenobia had expanded the empire, conquering
Aegyptus and beheading the Roman prefect who attempted to
recapture the province. She ruled over Aegyptus until 271, when
she was defeated and taken as a hostage to Rome by Emperor
Aurelian.
#10 Bad Auguries/#14 Good Auguries: The practice of
divining the will of the gods from the observed flight of birds.
#11 Raiding Parties/#12 Preparing for War: Barbarian
activity along the borders of the Empire was not constant and
tended to wax/wane over time.
#13 Inflation: The Roman Empire faced inflation caused by
years of coinage devaluation. The easiest way for emperors to
raise money for campaigning was by inflating the coinage, a
process made possible by debasing the coinage with bronze
and copper.
#14 Diocletian: Lived 244-312 AD, emperor of Rome 284-305
AD. His overarching reforms stabilized the empire and marked
the end of the Crisis of the 3rd Century.
Time of Crisis Rules
© 2017 GMT Games, LLC
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GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
Credits
Design: Wray Ferrell & Brad Johnson
Art Director: Rodger B. MacGowan
Package Art & Design: Rodger B. MacGowan
Counter Art: Dariusz Buraczewski
Event Card Art: Kurt Miller
Map Graphics: Mark Simonitch
Manual & Player Aid Card: Charles Kibler
Proofreading: Scott Blanton, Aaron Cinzori, Jonathan Squibb
Production Coordination: Tony Curtis
Producers: Tony Curtis, Rodger MacGowan, Andy Lewis,
Gene Billingsley and Mark Simonitch
Playtesters: We would like to acknowledge all the people
who have played Time of Crisis over the years at various
conventions and gaming groups. Your contributions helped
turn an idea into a game. For going the extra mile, we would
like to thank:
• Scott Blanton, Jeremy Maciejewski, Jed Humphries,
Jamey Cribbs, and The Gamer’s Armory
• Gordon Pueschner and the First Minnesota Historical
Wargame Society
• Bill Dyer, Mark Ashton, Bill Desmarais, Lee Proctor,
Glenn McMaster, Joe Abrams and the Ludophilia gang
• Jim Murray and his local gaming group