Axia — a land with a glorious past, a most uncertain present, and an even more unpredictable future. Populated by what has been described as a fervent and warm-blooded people, Axia is in crisis – economic, social, and political: the longest-running recession in its modern history, the highest inequality in years, and a political system teetering on the brink of collapse.
In more ways than one, Axia is fighting against itself. Old divisions of the past have given way to new ones, and this generation – along with the next ones – has the most to lose.
Will you, along with your fellow industrialists, do your part to help Axia? Will you sacrifice short-term gain in the present for a brighter future? Can you do that, and survive? Perhaps you can, and perhaps you can even thrive – and you will, if you see opportunity where others only see crisis!
CRISIS is a turn-based game for 1-5 players who assume the role of business leaders, trying to rebuild their businesses and create value at a particularly challenging time. By skillfully placing their managers in a position to invest in companies, trade resources, and navigate the local bureaucracy and regulations, they can thrive and prosper in a time when others might struggle and decline.
Crisis in about 3 minutes
Crisis - How To Play
- Rewards players who can push resources to the limit.
- Fascinating friction with other players and their impact on the economy.
- Tension from the game potentially ending at any time.
- High quality resource tokens and oversize cards.
- Excellent decision space requiring optimization and planning.
- Tight gameplay that always feels challenging.
- Punishes mistakes severely with negative points.
- First few games can be very rough for some people due to complexity and punishment.
- Building ideas in the mini expansion are preferred over base game for leaning into the theme more.
- Building a financial empire to lift a country out of recession, or crashing the system.
- Axia, a country in recession due to poor government decisions and overseas problems.
- Oaxaca
- New Angeles
Mechanics (from transcript analysis)
- engine building — You want to build industries and hire workers that work well together.
- worker placement — You place your managers in different areas on the board and gain the associated benefits.
Video topics + discussion points
Quotes (from this video)
- Crisis is a brutal game that rewards players who can push their resources to the absolute limit.
- The friction with other players and the damage they can do to the economy is fascinating.
- Knowing that the game could end anytime also adds to the tension.
- However, this game punishes mistakes like few others.
- Crisis - Austerity economics, but fun
References (from this video)
- Players may have to work together to ensure the economy doesn't collapse.
- Players can gain additional managers by purchasing companies with specific symbol totals.
- Company production can be done simultaneously once players are familiar with the process.
- If you have zero credits when needing to pay a loan, you take a minus one victory point token for each credit you couldn't pay.
- If you cannot or choose not to buy a company, you must take penalty tiles equal to its victory point value.
- If you cannot or choose not to hire a foreign employee, you must take a minus one victory point token.
- If you cannot or choose not to buy any resources at the domestic industry location, you take a minus one penalty token.
- If you cannot or choose not to make an exchange at the energy exchange, you take a minus one penalty token.
- Unpaid loans are worth minus two victory points each at the end of the game.
- Penalty tokens subtract from your final score.
- If the economy crashes and players have not met the goals of that round, they immediately lose.
- Remaining credits are worthless if the country goes bankrupt.
- Investing in companies during a period of social, economic, and political collapse, while balancing personal ambition with the country's needs.
- The country of Axia
Mechanics (from transcript analysis)
- action selection — Players choose actions from available spaces, with order of resolution being important.
- cooperative play — Players must sometimes collaborate to prevent the country from collapsing, as all players can lose.
- economic engine building — Players activate companies using employees to produce resources and gain victory points, potentially leading to more managers.
- hand management — Players draw and play influence cards which can be beneficial or detrimental to opponents.
- Resource management — Players manage various resources like energy, food, mineral, chemical, industrial, and machine.
- set collection — Players collect company cards and employee types.
- Variable player powers — Players choose a color and collect a set of matching components, with some managers set aside for later use.
- worker placement — Players assign managers to action spaces on the board to perform actions.
Video topics + discussion points
Quotes (from this video)
- The country of Axia is on the brink of social economic and political collapse but in crisis there is opportunity you and a handful of plucky entrepreneurs are looking to invest in cheap companies and turn them into prosperous ventures but you'll have to balance your needs against those of the country because if you're not careful your ambitions will lead to the downfall of everyone.
- Players will often be working together to try to ensure that the economy of the country around them doesn't collapse or they could all lose so sometimes you will have to collaborate with the other players however only the player with the most victory points has a chance of winning.
- Players may need to work together sometimes to collectively improve the economy at the cost of personal gains to ensure Axia doesn't collapse it can't be the best entrepreneur of Axia if there's no Axia left.
- It can't be the best entrepreneur of Axia if there's no Axia left.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you know sometimes when I'm recording in front of these shelves and I noticed that there's no there's gaps right in some of the shelves where games could go but there aren't games there yet I wonder if it looks kind of weird you know that they're not packed to the brim
- it's a continuity error yes as they say
- I don't let's call it a policy I guess where I don't answer that question ever
- one of you is gonna win this game Crisis
- the codewill be the last name of one of the designers here so the two different designers will say the last name of Pantelis there's Penta less and so Duras pandalus --is last name will be the code word to enter into this contest
References (from this video)
- game designer promos
- when used, these two employees can fulfill any required rule needed by a company
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hey everyone welcome to watch it plays
- you can see it here on screen again it's awesome in the description when you use this it doesn't talk to you anything more but portion of the proceeds come back to support watch it played and we really appreciate that so thank you and thank you BoardGameGeek
- if you've played terraformers with them and then you try playing it without them you will miss it
- just remember this is a promo set for forum Trajanum, or true janam however you say it doesn't matter it is not promos for this game Trajan by the same designer similar name but different not confusing at all
- I haven't played this one but I have heard good things
- that is pretty fantastic
- it seems that what this promo is saying is that if you're a game designer you have the skills necessary to perform any job sounds about right
- not only are you supporting the great website BoardGameGeek but also you're helping support watch it played which we really appreciate
References (from this video)
- strong engine-building with thematic integration
- semi-cooperative feel as players balance national health and personal gains
- can end abruptly if the country goes bankrupt
- complex and heavy for new players
- work replacement engine-building with country health meter
- economic crisis simulation
Mechanics (from transcript analysis)
- end-round milestone and end-game scoring — players have a target milestone; failing to reach it reduces points for the country and speeds end-game
- work replacement with engine-building — you manage companies, resources, and workers to propagate victory points while health of the country declines
Video topics + discussion points
Quotes (from this video)
- I'm excited to try playing those Patchwork style gameplay mechanics in a larger Euro experience
- the most asymmetric game I've ever played
- it's not a crazy frantic game; it's methodical
- I spent a humongous amount of money on it but I have no regrets about having this game
References (from this video)
- climbing shedding
- two-player
- instructional
Mechanics (from transcript analysis)
- Card ranking — Cards are ranks 1–9 plus four crisp cards; C's are the strongest and are not counted in runs above nine.
- crisp cards — Crisp (crisp) cards are the strongest cards in the game.
- deal and draw — At the start of each deal, shuffle the 40-card deck, deal 12 cards to each player, set aside the top four cards unseen, then reveal the top card face up.
- end of a round — If a player cannot or chooses not to continue, they pass; the round ends, and the other player may take the face-up or face-down drawn card.
- endgame condition — If a player reaches three reward points, they win immediately.
- hand rearrangement — Players may rearrange their hand after cards are dealt.
- responding to a played combination — On a turn, players must play a standard combination equal to or stronger than the previous one if possible; responses must match in length and type.
- reward cards — When a player finishes all their cards, they gain a reward card; reward cards can be flipped to reveal points.
- round progression — At the end of a round both players draw one card; the overall deal ends when a player has no cards left.
- special combinations — A special combination is either three identical cards or four identical cards.
- standard combinations — A standard combination is a single card, or two cards of the same value, or a run of three or more consecutive cards (excluding crisps). A run of two or more sequential pairs is also a standard combination.
- starting next deal — The next deal reshuffles all cards (including those set aside), deals 12 to each, removes four, and reveals a face-up card; the leader is the player with the fewest reward points.
- Turn Order — The 'hungrier' player goes first in a deal.
Video topics + discussion points
Quotes (from this video)
- This is a two-player only climbing shedding game
- The game takes place over multiple deals, and we keep playing until any one player has three reward points
- The goal of this game is to play all of your cards.
- C's are the strongest card in the game
- No players will gain extra cards and then the player who has no cards in their hand will gain a reward card.
- I hope you enjoyed learning how to play crisps.
References (from this video)
- Engaging and educational with accurate science
- Tight worker placement design with meaningful decisions
- Strong thematic integration and replayability due to end-game goals/events
- Components can feel generic
- Art style can be cartoony
- Production quality is not deluxe
- Biology-based resource management and cell component assembly
- Microscopic cell environment
- educational, thematic, strategy-focused
Mechanics (from transcript analysis)
- Card-based scoring / set collection — Acquire cell component cards to score health points and complete objectives.
- end game bonuses — Variable end-game goals and events each round influence scoring and costs.
- End-game goals and events — Variable end-game goals and events each round influence scoring and costs.
- Resource management — Gather resources (RNA, proteins, lipids, carbs, ATP) to build and score cell components.
- Strategic planning under limited spaces — Plan around limited placement spaces and evolving endgame conditions.
- worker placement — Place flask markers on the board to gain resources and take actions.
Video topics + discussion points
Quotes (from this video)
- this one has the mechanisms in gameplay to justify the Shelf space cytosis
- stands out as a fantastic educational game that merges engaging gameplay with accurate science
- the theme alone would keep cytosis on our shelves indefinitely but
- cytosis is also a game where you really have to think and plan your strategy you
References (from this video)
- Addicting and easy to learn
- Two-player pacing is tight and engaging
- Clear rules with interesting meld mechanics
- Short round length leads to quick sessions
- Charming presentation and approachable for beginners
- Limited to two players, reducing party-game versatility
- Some edge-case interactions around special combos can be tricky for new players
- ladder climbing and card-driven competition
- Two-player ladder-climbing card shedding duel
- instructional with light, upbeat commentary
Mechanics (from transcript analysis)
- crisp cards — Crisps are the highest-ranking cards and influence how standard and special combos can be played.
- dealing and burn — Each deal starts with dealing 12 cards to each player, burning the top four cards from the draw pile, and flipping one card face up to begin the next plays.
- hand management — Players maintain a hand of cards, draw new cards, and aim to empty their hand first.
- melts (combination beat rules) — To beat a standard combo, you must play the same type and length with cards of the same or higher rank. Special combos have their own length and ranking rules.
- round end and pass — If a player cannot or chooses not to play a valid combination, they must pass. When someone passes, all players draw a card and a new round begins.
- round progression and scoring — A round ends when a player empties their hand, earning a point. The game continues until someone reaches three points.
- special combinations — A special combination is a set of three or four identical cards. Special combos interact with rules differently from standard combos.
- standard combinations — A round can start with a single card, a set of two identical cards, or a run of three or more sequential cards.
- turn order and starting player — The starter is the hungriest; the lowest score starts subsequent deals, with ties broken by who did not start the previous deal.
Video topics + discussion points
Quotes (from this video)
- addicting and really charming card shedding game
- simple, straightforward, yet addicting, and really charming card shedding game
- two-player only ladder climbing card shedding game where two players are going to be racing to play all the cards in their hand first
- the first player to three points total wins the game
- Crisps is a simple, straightforward, yet addicting game
- you can burn the top four cards from the draw pile and leave them face down
- you must either play a combination or pass
- if you pass, each player gains one new card and another round begins
References (from this video)
- extremely tight at 5 players
- creates high-pressure situations and tension
- requires careful strategic thinking
- opportunity cost creates interesting decisions
- can be frustrating for some players
- very tight worker placement can feel restrictive
- not suitable for lighter game preferences
- economic pressure
- panic
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- near future economy focus
- brutal punishment for missteps
- rewards forward planning
- one of smartest worker placement games
- has edge in presentation
- commentary on profiteering
- economic recession and collapse
- economic collapse
- economic_thriller
Mechanics (from transcript analysis)
- moral choice — stabilize economy or profit from collapse
- worker placement — worker placement game
Video topics + discussion points
Quotes (from this video)
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- the term I use instead of gateway game is foundation game
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- Black Orchestra models some very clever things about how conspiracy is run
- when I asked the question hey what game should I play with my non-gamer friend who's interested in gaming but hasn't done much gaming I almost always answer Sentient Golem Edition
- Arkham Horror is the game that really made board gaming my number one hobby
- there are a few things more fun and rewarding in board gaming than organizing a fight in the arena
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