

This just means that the game is progressing and players are getting into the political debates over the various issues. Don’t worry though, the first breach of the first zone is “free” and there is no inherent penalty with entering Escalation. These zones are where all Political Capital Tokens start and once retrieved from the track and placed in zones, are never returned. When card play requires the player to take the first Political Capital Token from one of the Crisis Track Zones, this is referred to as a breach. These are marked clearly with different colors to aid players in knowing when they are about to enter into them. This Crisis Track is made up of four different zones including Starting, Escalation, Tension and Final Crisis. From this track, players will gain Political Capital Tokens that can be used through card play to be placed on the board in various map spaces to attempt to control individual spaces or even an entire Crisis Dimension. In this Action Point, we are going to take a closer look at the Crisis Track and how it affects the game.Īlong the left side of the game board lies the Crisis Track, which consists of two separate tracks that represent the Unionist and the Secessionist player’s handling of the Secession Crisis. In our first Action Point post for Fort Sumter: The Secession Crisis, 1860-61 from GMT Games, we examined the map and then covered some basic examples of card play to place Political Capital Tokens and control spaces and showed a little bit about how various aspects are scored (scoring will be covered more in-depth in Action Point 3).
