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<!DOCTYPE html>
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<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Time of Crisis - Playtest Notes (Jan 2025)</title>
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<article>

<h1>
Time of Crisis - Deluxe Edition Playtest
</h1>

<hr>

<p>
The "Deluxe Edition" option will enable the following changes.

<p>
Please send playtest feedback to the designers:

<ul>
<li>By e-mail to tempus42@yahoo.com, wrayferrell@gmail.com, and jasoncarr@gmtgames.com.
<li>On the <a href="https://discord.gg/pvp5f7W3zD">#time-of-crisis</a> Discord channel
</ul>

<p>
Note that the art for the new components is PLAYTEST only - the real thing will look nicer, we promise!

<hr>

<h3>
Setup
</h3>

<p>
Draft initial provinces in reverse order (last player picks first).

<p>
<i>This should help reduce the first player advantage.</i>
<p>
The 4th player gets a better pick and less chance of getting totally screwed by the time he gets his first turn.  (Rule change only.)

<h3>
Game End
</h3>

<p>
When a player is Emperor and has 60+ VP, that player MAY choose to declare that this is the last round.
If they do not, the game will continue normally.

<h3>
Military Emperor
</h3>

<p>
Change special disadvantage to:

<blockquote>
Roll 1 die and add 1 to the value per hit dealt to the Emperor's army.
If the total value is at least 7, your Emperor has died in battle.
</blockquote>

<p>
<i>This should make a Military Emperor considerably more durable.</i>

<h3>
Card - Foederati
</h3>

<p>
Change card text to:

<blockquote>
Select an army you command and remove one <u>active</u> non-leader barbarian counter
not in a player's army from the selected army's region. If the selected
army contains fewer barbarians than legions, the barbarian joins your army.
Otherwise, return the barbarian to its home region on its inactive side.
</blockquote>

<ul>
<li>Limit to current province only.
<li>Limit to active barbarians only.
</ul>

<h3>
Card - Demagogue
</h3>

<p>
Change card text to:

<blockquote>
Place 1, 2, or 3 Mob counters in any province.
If you take a Place Governor action in that province this turn
you gain one extra vote for each Mob counter there.
If you take control of that province this turn, do not remove
Mob counters.
</blockquote>

<h3>
Improvements
</h3>

<dl>

<p>
Add 3 new improvement building options:

<dt>
Market
<dd>
For each Market in a province you govern, during your turn you may exchange 1 Influence point for 1 Influence point of another type.
<i>(E.g. You control 2 Markets, and you decide to change 1 Red and 1 Yellow point into 2 Blue points.)</i>

<dt>
Port
<dd>
You may move one army per turn from your governed province with a Port to any other Roman province for 1 Military influence.

<dt>
Monument
<dd>
Any time your Governor is removed from a province with a Monument, remove the Monument and place 1 Mob token for each improvement (including the Monument) in that province.

</dl>

<p>
Maximum 3 (different) Improvements per province.

<hr>

<img style="display:block;margin:20px auto;" src="../favicon.png">