CRISIS: UNKNOWN is a team-based political megagame set in a stylized, near-future earth. Up to 56 players will assume the roles of powerful national governments, international mega-corporations, influential non-governmental organizations, all vying for control and advancement in a new world order.
Political leaders work together to complete national objectives and expand their nation’s global influence. Corporations and NGOs make deals to expand into new markets, develop new technologies, and advance their unique social and political agendas.
Crisis: Unknown is an 'event game'. We run it at public venues and conventions as a ticketed event and for large groups (companies, schools, parties, etc).
As well as for fun, we run Crisis for education, team building, and professional skills development.
Want to know more? Contact us!
Political leaders work together to complete national objectives and expand their nation’s global influence. Corporations and NGOs make deals to expand into new markets, develop new technologies, and advance their unique social and political agendas.
Crisis: Unknown is an 'event game'. We run it at public venues and conventions as a ticketed event and for large groups (companies, schools, parties, etc).
As well as for fun, we run Crisis for education, team building, and professional skills development.
Want to know more? Contact us!
Our Megagames at PAX Unplugged 2017
CRISIS: UNKNOWN at PAX Unplugged 2018
ABOUT THE GAME
CRISIS: UNKNOWN is a massive team-based tabletop game.
It combines freeform play — such as roleplaying, improvisation, negotiation, and bluffing — with structured game mechanisms — such as territory control, resource management, card play, and economic engine-building.
It combines freeform play — such as roleplaying, improvisation, negotiation, and bluffing — with structured game mechanisms — such as territory control, resource management, card play, and economic engine-building.
OBJECTIVE-BASED GAMEPLAY
Rather than score points, teams aim to complete thematic objectives throughout the game. Every team starts with a unique set of objectives, eventually forcing them to make difficult choices with limited resources and diverse obligations.
Based on what objectives are completed by the end of the game, we will share a common story of what the new world order looks like — including which nations and corporations are likely to have the most influence over the future.
- Some objectives can be completed through collaboration with other teams. (For example: Establish a lunar colony.)
- Other objectives are directly opposed to the objectives of rival teams. (For example: Annex disputed territories in the Arctic Circle.)
- Finally, certain objectives simply represent a difficult choice that a team must make by the end of the game.
Based on what objectives are completed by the end of the game, we will share a common story of what the new world order looks like — including which nations and corporations are likely to have the most influence over the future.
PLAYER ROLES: COMMUNICATION IS KEY
Players take on different roles within their team, each with different gameplay styles, abilities, and responsibilities.
Players alternate between spending time with their team and playing a game module unique to their role. While players may plan as a team, each player is the ultimate decision-maker within their module. Additionally, only players in certain roles may communicate freely with members of other teams, especially important when inter-team coordination is a key to success.
Players alternate between spending time with their team and playing a game module unique to their role. While players may plan as a team, each player is the ultimate decision-maker within their module. Additionally, only players in certain roles may communicate freely with members of other teams, especially important when inter-team coordination is a key to success.
- Some player roles emphasize communication and negotiation. These players must navigate a dynamic web of relationships, based on commonalities, incentives, rivalries, and opportunities. They may make deals for access to strategic resources and new markets, or for useful information, in order to make better bets on the success or failure of new political policies and business ventures.
- Other player roles reward those who make efficient use of limited resources and innovate novel long-term plans. Teams that manage their resources well will have more to work with in the long run and can develop new assets and abilities, unavailable to others. And creative individuals who can invent and follow through on novel long-term strategies with the support of their team may find even greater success.
TEAMS: THE NATIONS
Each nation team represents a modern world power: The United States, The United Kingdom, The European Union, Russia, China, Japan, South Korea, or Australia, each with unique abilities and objectives inspired by real-world geopolitics.
- RUSSIA. In the west, a resurgent Russia threatens to gobble up Eastern Europe, while attempting to destabilize its rivals through asymmetrical attacks.
- THE EUROPEAN UNION. The EU must react to Russia’s aggression and maintain internal cohesion, while increasing economic and technological growth.
- THE UNITED KINGDOM. The UK also opposes Russian aggression. But on other issues a divide with the EU remains. The UK must decide how best to reconcile with Europe, either by re-joining the EU or coming to other terms.
- CHINA. In the east, China seeks to extend its political influence in the Pacific, prompting a number of Pacific states to form the Pacific Treaty Organization (PTO).
- JAPAN, SOUTH KOREA, & AUSTRALIA. The leading members of the PTO must oppose China’s expanding political and military influence. However, the economies of these four nations are closely tied together; though opposed in certain areas, they must still find way to cooperate on key economic issues.
- THE UNITED STATES. The US starts with exceptional resources but also exceptional obligations. The US must carefully manage its time and energy to avoid being stretched too thin abroad. It must also be wary of its domestic stability and economy, which are in a precarious state, and are the target of rivals old and new.
TEAMS: CORPORATIONS & ORGANIZATIONS
Crisis: Unknown’s corporations and organizations don’t have direct real world analogues. But they do each have a distinct identity — be it a multi-national mega-corp, state-backed development company, international aid organization, well-connected hedge fund, grassroots interest group, radical separatist movement, or shadowy cabal. Each organization starts the game with its own special abilities, resources, and most importantly, objectives.
A MEGA GAME
That's a brief overview. But there is a lot more to Crisis: Unknown. And we are constantly adding to new content options to the sandbox-style game system. This allows us to make every play-through unique... tailoring the mechanics, format, theme, and 'attitude' of each game-event we run to the players and location.