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[PbP] [Time of Crisis] #2 - The Roman Empire In Turmoil - Phyphor Wins!

stever777stever777 AFK most SaturdaysRegistered User regular
edited November 2017 in Critical Failures
513.jpg


"I had rather be first in a village than second at Rome."
-Julius Caesar



Welcome to GMT Games' Time of Crisis. 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.


"Rome has grown since its humble beginnings that it is now overwhelmed by its own greatness."
Titus Livius (59 BC – 17 AD)



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.

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?


This will be a Play-By-Post Game of Time of Crisis for 4 players, participants determined from sign-ups.
Please sign-up in limegreen.
Participants will be determined randomly.

No PM's are allowed between players.
All discussion must be done in the thread.
Game questions to the host are allowed.


[RULES]
[PLAYER AID]
[Clarifications]

Augustus-of-Primaporta-466x700.jpg

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Posts

  • stever777stever777 AFK most Saturdays Registered User regular
    edited August 2017
    A QUICK TUTORIAL ON TIME OF CRISIS

    “It is not these well-fed, long-haired men that I fear, but the pale and the hungry-looking."
    Julius Caesar



    Sample-ToCCards.jpg


    -Board and Components-
    dpkqt3hb4vzk.jpg
    bovion5j0hrd.pngx6yv3voqjtxc.jpg

    -The Turn Phases-
    Upkeep
    Remove all Quaestor markers in provinces you govern and Castra markers on armies you command.

    Crisis
    Roll 2d6 on Crisis Table and resolve the result.

    Take Actions
    Play cards from your hand and spend influence points to perform any combination of actions in any order you wish. You may choose the same action multiple times, if you can afford to pay the necessary influence points.

    Support Check
    -1 support in each of your provinces containing a Rival Emperor, active barbarians or an enemy army in the capital.
    -1 support to Italia if a Pretender or Rival Emperor is on the map.

    Expand Pretender Empire
    Provinces you govern with a support level of 3+ adjacent to your Pretender Empire join it.

    Gain Legacy
    Gain Legacy for governed provinces, improvements and being Emperor or Pretender.

    Buy/Trash Cards
    You may discard cards from your hand before buying/trashing cards.

    End of Turn
    Flip inactive barbarians in your provinces to their active sides.
    Add one Mob counter to each of your provinces with Mobs.
    Refill your hand to five cards.

    -Cards-
    STARTING CARDS

    zf2dybslfhsv.jpg

    MILITARY CARDS FOR PURCHASE

    0ozvjy6gmpvc.jpg

    SENATE CARDS FOR PURCHASE

    dclhsf6ir3sr.jpg

    POPULACE CARDS FOR PURCHASE

    bk56g3wloxrj.jpg

    -Victory-
    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.


    piccolabigstock-famous-trevi-fountain-50654204.jpg1200px-Roma06%28js%29.jpg

    stever777 on
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  • MrBodyMrBody Registered User regular
    edited August 2017
    I'll sign up if you need a 4th, but let someone new have the slot if they want.

    MrBody on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Subscribere sursum!

    Sign up!

  • DaemonisDaemonis Registered User regular
    edited August 2017
    Sign up for revenge! Pass to a new player if needed as well.

    Daemonis on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Actually, on second thought I'll be traveling for most of september and won't really have reliable internet access so I'll bow out

  • PredaPreda Registered User regular
    Reserve

  • stever777stever777 AFK most Saturdays Registered User regular
    One more pretender to the throne?

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Well I'm still interested I just will have pretty spotty internet for the next 3 weeks

  • stever777stever777 AFK most Saturdays Registered User regular
    I may start this up later this week.
    Work & fantasy football are eating my life.

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  • stever777stever777 AFK most Saturdays Registered User regular
    Player Order:
    Geth, roll 1d1000 for MrBody
    Geth, roll 1d1000 for Phyphor
    Geth, roll 1d1000 for Daemonis
    Geth, roll 1d1000 for Preda

    MrBody:
    1d1000 354 [1d1000=354]
    Phyphor:
    1d1000 39 [1d1000=39]
    Daemonis:
    1d1000 515 [1d1000=515]
    Preda:
    1d1000 172 [1d1000=172]

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  • stever777stever777 AFK most Saturdays Registered User regular
    edited September 2017
    dpkqt3hb4vzk.jpg

    That gives us this player order:
    @Daemonis - First Player
    @MrBody
    @Preda
    @Phyphor


    Please select, in player order, a color and a non-Italia province to begin your rule in.
    Once a province has been selected by a player, it is unavailable for the subsequent players to select.
    Please post your actions in your house's color.
    red
    dodgerblue
    darkgreen
    goldenrod

    You can also PM me your starting hands, made up of 5 1-pt cards of the three types, 3 max of each type.

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  • stever777stever777 AFK most Saturdays Registered User regular
  • DaemonisDaemonis Registered User regular
    edited September 2017
    Gallia
    @MrBody

    Daemonis on
  • MrBodyMrBody Registered User regular
    Thracia

    @Preda

  • PredaPreda Registered User regular
    edited September 2017
    Syria

    @Phyphor

    Preda on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Africa

  • stever777stever777 AFK most Saturdays Registered User regular
    I still need a starting card select from a certain citizen.

    Final colors -
    Daemonis darkgreen
    MrBody dodgerblue
    Preda goldenrod
    Phyphor red

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  • MrBodyMrBody Registered User regular
    They sent me their starting hand instead :P

  • stever777stever777 AFK most Saturdays Registered User regular
    Really?
    Well, that's just wrong.
    Very wrong.
    Like Nero-wrong!

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  • MrBodyMrBody Registered User regular
    I welcome everyone to PM me their hands throughout the game!

  • stever777stever777 AFK most Saturdays Registered User regular
    Turn 1.1 - Daemonis

    Upkeep Phase
    All Quaestor and Castra markers in provinces you govern are removed.

    N/A


    Crisis Phase
    Roll 2d6 on Crisis Table and resolve the result.

    Geth, roll 2d6 for Crisis Phase

    Crisis Phase:
    2d6 9 [2d6=4, 5]

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  • stever777stever777 AFK most Saturdays Registered User regular
    1 Nomad barbarian is activated.

    Geth, roll 1d6 for Invasion Check
    Geth, roll 1d6 for Path
    The first die is considered the black die.

    Invasion Check:
    1d6 6 [1d6=6]
    Path:
    1d6 5 [1d6=5]

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  • stever777stever777 AFK most Saturdays Registered User regular
    edited September 2017
    0r8ybkvce6rb.jpg
    Player Info
    nwvyipc415tu.jpg
    Cards
    STARTING CARDS

    zf2dybslfhsv.jpg

    MILITARY CARDS FOR PURCHASE

    0ozvjy6gmpvc.jpg

    SENATE CARDS FOR PURCHASE

    dclhsf6ir3sr.jpg

    POPULACE CARDS FOR PURCHASE

    bk56g3wloxrj.jpg

    The Nomads do not invade.

    Take Actions Phase
    Play cards from your hand and spend influence points to perform any combination of actions in any order you wish.
    You may choose the same action multiple times, if you can afford to pay the necessary influence points.


    @Daemonis

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited September 2017
    stever777 wrote: »
    Really?
    Well, that's just wrong.
    Very wrong.
    Like Nero-wrong!

    Yeah, I had remembered that he was hosting one game and was playing in TI and had forgotten he's actually hosting or playing in every pbp I'm in right now

    Plus, phone posting while on vacation

    My reign is off to a glorious start!

    Phyphor on
  • stever777stever777 AFK most Saturdays Registered User regular
    Just don't bring any dreadnoughts to Rome.

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  • DaemonisDaemonis Registered User regular
    edited September 2017
    Play 3 red and 2 blue.
    Recruit 1 general - 1 red.
    Create army in Galia - 1 red.
    Move army to Hispania - 1 red.
    Recruit 1 governor - 1 blue.
    Place governor in Hispania - 1 blue - autosuccess due to army.
    Gain 2 points, purchase 2 yellow.

    @stever777

    Daemonis on
  • stever777stever777 AFK most Saturdays Registered User regular
    (Italia's support drops to 7 for losing Hispania.)

    Support Check Phase
    -1 support in each of your provinces containing a Rival Emperor, active barbarians and/or an enemy army in the capital.
    If Emperor, -1 support to Italia if a Pretender or Rival Emperor is on the map.


    N/A

    Expand Pretender Empire Phase
    Provinces you govern with a support level of 3+ adjacent to your Pretender Empire join it.

    N/A

    Gain Legacy Phase
    Gain Legacy for governed provinces, improvements and being Emperor or Pretender.

    2 Legacy gained: 2 Provinces governed.

    Buy/Trash Cards Phase
    You may discard cards from your hand before buying/trashing cards.

    Finished, with two political points generated by support in provinces governed.

    End of Turn Phase
    Flip inactive barbarians in your provinces to their active sides.

    N/A

    Add one Mob counter to each of your provinces with Mobs.

    N/A

    Refill your hand to five cards.

    Available pile ran out and discard pile was moved over.
    Done.

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  • stever777stever777 AFK most Saturdays Registered User regular
    Turn 1.2 - MrBody

    Upkeep Phase
    All Quaestor and Castra markers in provinces you govern are removed.

    N/A


    Crisis Phase
    Roll 2d6 on Crisis Table and resolve the result.

    Geth, roll 2d6 for Crisis Phase

    Crisis Phase:
    2d6 7 [2d6=3, 4]

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  • stever777stever777 AFK most Saturdays Registered User regular
    6x8nzjokfm7i.jpg

    Raiding Parties: Barbarian activity along the borders of the Empire was not constant and tended to wax/wane over time.

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  • stever777stever777 AFK most Saturdays Registered User regular
    edited September 2017
    htw38iait3ix.jpg
    Player Info
    nwvyipc415tu.jpg
    Cards
    STARTING CARDS

    zf2dybslfhsv.jpg

    MILITARY CARDS FOR PURCHASE

    0ozvjy6gmpvc.jpg

    SENATE CARDS FOR PURCHASE

    dclhsf6ir3sr.jpg

    POPULACE CARDS FOR PURCHASE

    bk56g3wloxrj.jpg

    Take Actions Phase
    Play cards from your hand and spend influence points to perform any combination of actions in any order you wish.
    You may choose the same action multiple times, if you can afford to pay the necessary influence points.


    @MrBody

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  • MrBodyMrBody Registered User regular
    edited September 2017
    Play 2(1) reds for 2 points
    Recruit general for 1 point
    Create 2nd army for 1 point

    Play 3(1) blues for 3 points
    Recruit governor for 1 point
    Elect governor in Asia using 2 points. Auto succeed.

    Use 2 influence to purchase Tribute card


    turn over

    MrBody on
  • stever777stever777 AFK most Saturdays Registered User regular
    (Italia's support drops to 6 for losing Asia.)

    Support Check Phase
    -1 support in each of your provinces containing a Rival Emperor, active barbarians and/or an enemy army in the capital.
    If Emperor, -1 support to Italia if a Pretender or Rival Emperor is on the map.


    N/A

    Expand Pretender Empire Phase
    Provinces you govern with a support level of 3+ adjacent to your Pretender Empire join it.

    N/A

    Gain Legacy Phase
    Gain Legacy for governed provinces, improvements and being Emperor or Pretender.

    2 Legacy gained: 2 Provinces governed.

    Buy/Trash Cards Phase
    You may discard cards from your hand before buying/trashing cards.

    Finished, with two political points generated by support in provinces governed.

    End of Turn Phase
    Flip inactive barbarians in your provinces to their active sides.

    N/A

    Add one Mob counter to each of your provinces with Mobs.

    N/A

    Refill your hand to five cards.

    Available pile ran out and discard pile was moved over.
    Done.

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  • stever777stever777 AFK most Saturdays Registered User regular
    Turn 1.3 - Preda

    Upkeep Phase
    All Quaestor and Castra markers in provinces you govern are removed.

    N/A


    Crisis Phase
    Roll 2d6 on Crisis Table and resolve the result.

    Geth, roll 2d6 for Crisis Phase

    Crisis Phase:
    2d6 4 [2d6=1, 3]

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  • stever777stever777 AFK most Saturdays Registered User regular
    1 Frank barbarian is activated.

    Geth, roll 1d6-2 for Invasion Check
    Geth, roll 1d6 for Path
    The first die is considered the black die.

    Invasion Check:
    1d6-2 0 [1d6=2]
    Path:
    1d6 4 [1d6=4]

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  • stever777stever777 AFK most Saturdays Registered User regular
    7ibgqwtii2cf.jpg
    Player Info
    nwvyipc415tu.jpg
    Cards
    STARTING CARDS

    zf2dybslfhsv.jpg

    MILITARY CARDS FOR PURCHASE

    0ozvjy6gmpvc.jpg

    SENATE CARDS FOR PURCHASE

    dclhsf6ir3sr.jpg

    POPULACE CARDS FOR PURCHASE

    bk56g3wloxrj.jpg

    1 Frank invades Gallia.

    Take Actions Phase
    Play cards from your hand and spend influence points to perform any combination of actions in any order you wish.
    You may choose the same action multiple times, if you can afford to pay the necessary influence points.


    @Preda

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  • PredaPreda Registered User regular
    Play 3 Blue. with 1 I recruit a new governor, with the other 2 I place him in Galatia automatically. Than 1 play 2 red to recruit a new general and build a new army in Galatia. with the 2 political point I buy a Quaestor card.

    @stever777

  • stever777stever777 AFK most Saturdays Registered User regular
    (Italia's support drops to 5 for losing Galatia.)

    Support Check Phase
    -1 support in each of your provinces containing a Rival Emperor, active barbarians and/or an enemy army in the capital.
    If Emperor, -1 support to Italia if a Pretender or Rival Emperor is on the map.


    N/A

    Expand Pretender Empire Phase
    Provinces you govern with a support level of 3+ adjacent to your Pretender Empire join it.

    N/A

    Gain Legacy Phase
    Gain Legacy for governed provinces, improvements and being Emperor or Pretender.

    2 Legacy gained: 2 Provinces governed.

    Buy/Trash Cards Phase
    You may discard cards from your hand before buying/trashing cards.

    Finished, with two political points generated by support in provinces governed.

    End of Turn Phase
    Flip inactive barbarians in your provinces to their active sides.

    N/A

    Add one Mob counter to each of your provinces with Mobs.

    N/A

    Refill your hand to five cards.

    Available pile ran out and discard pile was moved over.
    Done.

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  • stever777stever777 AFK most Saturdays Registered User regular
    Turn 1.4 - Phyphor

    Upkeep Phase
    All Quaestor and Castra markers in provinces you govern are removed.

    N/A


    Crisis Phase
    Roll 2d6 on Crisis Table and resolve the result.

    Geth, roll 2d6 for Crisis Phase

    Crisis Phase:
    2d6 6 [2d6=2, 4]

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  • stever777stever777 AFK most Saturdays Registered User regular
    1 Goth barbarian is activated.

    Geth, roll 1d6-2 for Invasion Check
    Geth, roll 1d6 for Path
    The first die is considered the black die.

    Invasion Check:
    1d6-2 2 [1d6=4]
    Path:
    1d6 5 [1d6=5]

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  • stever777stever777 AFK most Saturdays Registered User regular
    edited September 2017
    dp66yr412g5y.jpg
    Player Info
    nwvyipc415tu.jpg
    Cards
    STARTING CARDS

    zf2dybslfhsv.jpg

    MILITARY CARDS FOR PURCHASE

    0ozvjy6gmpvc.jpg

    SENATE CARDS FOR PURCHASE

    dclhsf6ir3sr.jpg

    POPULACE CARDS FOR PURCHASE

    bk56g3wloxrj.jpg

    The Goths do not invade.

    Take Actions Phase
    Play cards from your hand and spend influence points to perform any combination of actions in any order you wish.
    You may choose the same action multiple times, if you can afford to pay the necessary influence points.


    @Phyphor

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