
- BGG rank
- BGG #6,723
- BGG rating
- 7.8
Chancellorsville 1863
- 1–2 players
- 45–90 min
- Complexity 2.0/5
- 2020

2024
Rules assistance for Crisis: 1914
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Crisis: 1914 is a board game released in 2024 for 1–5 players, 60–120 minutes per game, and ages 13 and up. It was designed by Maurice Suckling and its main mechanics are Dice Rolling, Cooperative Game, and Events.
Crisis: 1914 is a game of international brinkmanship - if you back down too soon, you lose. If you back down too late you lose. But you have hawks and doves in your cabinet and in your government, and out of these conflicting views you must somehow formulate a coherent response to the crisis to win the day and prevent war. There are 3 interrelated concepts at the heart of Crisis: 1914: Prestige, Tension, and Diplomatic Pressure (DP). Diplomatic Pressure (DP) is how you score Prestige. Tension is how you lose. Every card has a DP value. You apply DP by playing cards. The player with the most Diplomatic Pressure at the end of a turn earns Prestige points. There are other ways of scoring Prestige points too, but this is the most important one. Prestige is how you win. The player with the most Prestige at the end of the game is the winner. Cards drive the game. Card types that affect the game are: Assertion Cards- which uses your nation's power to increases your Prestige Consensus and National Interests Cards- these allow your nation to play more cards Diplomatic Back-Channel Cards - these let you increase DP without increasing Tension Caution Cards - allow more cards to be drawn In addition, some cards have recurring effects on Momentum, which stops players from performing certain actions and Reduce Tension which lets you lower Tension in your country. Includes rules for solitaire play. —description from the publisher
Crisis: 1914 supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Crisis: 1914 is 60–120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Crisis: 1914 for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Crisis: 1914 has a complexity rating of 2.4 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Crisis: 1914 belongs to these categories: Card Game, Wargame, and Political. Its main mechanics are Dice Rolling, Cooperative Game, and Events. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Crisis: 1914 are: Maurice Suckling. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Crisis: 1914 as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.