You have become the leader of a fantastical nation. Leadership is both exhilarating and terrifying, especially at this point in your nation’s history. The global order has recently been upset, and nations are vying to establish their position. Will you lead your country to greater economic prosperity, or greater military prowess? Will you multiply your diplomatic ties, or take territory by force? The choice is yours, as your kingdom is refined in the Crucible of Nations.
In this megagame, you will become part of the government at the helm of a fantasy nation. The decisions you make will impact thousands and will cement your legacy for centuries to come.
Each nation in Crucible has a distinctive background, unique starting position, special abilities, and a set of secret national objectives. They are striving to fulfill these objectives to the best of their ability over the course of the game.
Governments are comprised of four players. Players will each have a specific role to fulfill, such as directing the military or handling national finances. The game is played over the course of several hours, broken into multiple rounds. Each round has three phases: a Team Phase, when players gather as a team to prepare for the round, a Leadership Phase, when players are free to conduct diplomacy, issue orders for their militaries, make purchases that benefit their nation, and continue strategizing together as a team. After the Leadership Phase comes a Council Phase, when nations are summoned together for important announcements and worldwide diplomacy.
There are four roles in Crucible:
The National Leader keeps themselves aware of developments around the world, steps in to assist with diplomacy or combat when help is needed and encourages their team as the game progresses. They also manage the nation's espionage capabilities.
The Minister of War works closely with their team to ensure that the military is able to fulfill their national objectives and defend their kingdom's interests. They maneuver troops, recruit and deploy new forces, and lead battles against other nations.
The Minister of the Interior purchases essential upgrades for their team, manages their nation's unique government structure, and handles national resources.
The Minister of Diplomacy works with their team and other nations to forge alliances, disrupt enemies, and achieve their national objectives through dialogue and persuasion.
There is also the Council of Sages, a group of renowned heroes who disseminate news among the nations and strive to address global events.
A fallen empire, torn apart by civil war, seeks to redefine its place on the world stage.
A fledgling nation, forged in blood, seeks to safeguard its freedom.
Three ancient peoples, newly united, seek to establish a new identity on the world stage.
Peaceful environmentalists, who want to see all creatures flourish and enjoy nature’s bounties.
An ancient and proud people who seek to convert their extensive mining operations into world influence.
A cold and unwelcoming kingdom seeks greater resources, concerned only with feeding their children for another year.
Prosperous human kingdom, seeking to learn about the world around them.
A small kingdom of small people, developing sharp cynicism and even sharper blades due to years of exploitation.
After generations of rule by strength, the Empire of Aurelia has been shattered by civil war. The coastal province of Cassiarn has broken away to form its own nation, the newly minted Republic of Cassiarn, creating a delicate political situation.
Across the ocean, the Woodland Federation, a newly formed forest kingdom, seeks to establish its place in the world. Their dwarven neighbors, the Kingdom of Frostmourne, grapple with this new political reality while struggling to feed their people.
Meanwhile, the wealthy Kingdom of Arnoth seeks to acquire the raw resources needed to expand its influence. Across the Forest of Mystfell, the reclusive People of the Mist struggle between isolationism and their high ideals.
Finally, the halflings of Darrow, once dominated by the “benevolent” rule of a Federation kingdom and most recently subjugated by Aurelia, are enjoying a breath of newfound freedom. They hope to keep it that way. Their neighbors, the Kingdom of Laptul, enjoy the prosperous fruits of their ancient traditions while keeping a wary eye on a rapidly changing world.
This is where you come onto the scene, guiding your people through the refining fires of the Crucible of Nations.