Crisis & Control
The Crisis & Control expansion for Hegemony: Crisis Response cards that replace the IMF, Alternative Events, Hidden Agendas, 20 new Action cards and the Automas.
Short tag: [C&C]. Crisis & Control (rulebook v1.2, 2023) is a box of mini-expansions; use any of them, in any mix:
- Automas — play any class automatically; solo play.
- Crisis Response — new outcomes when the IMF intervenes.
- Alternative Events — Events that hand the chosen class a lasting Benefit (4 players).
- Hidden Agendas — a secret goal for each player.
- Action cards — 5 more cards per class.
Every card face is in Cards & Components.
Crisis Response
10 Crisis Response cards, 3 Bond cards and 2 Lock tokens.
Setup: shuffle the Crisis Response cards and turn the top one face up.
When the IMF intervenes, follow the face-up Crisis card instead of the base rules. It has five parts, done in order:
- Discard proposed Bills — only on the Policies listed (others keep their Bills); 1
per Bill marker lost. - Change Policies — move the listed Policy markers and apply their effects; unlisted ones stay.
- Additional effects — in order; a class symbol in front limits an effect to that class.
- Pay off Loans — the State pays what it can; the rest are discarded.
- Legitimacy lost — as printed.
Then set the card aside and reveal the next, for the next intervention.
Locked Policies: a lock symbol on a Policy means put a Lock token on its marker: no Bills may be proposed for it until the next Check IMF step, when all Locks are removed. [Historical] A Historical Event may still move a locked Policy, and that removes the Lock.
Bond cards: used by New Government Bond Program: each class that lends money to the State takes a Bond card turned to the amount it gave (30 or 50) as a reminder of what it will get back (40 or 70).
Alternative Events
25 cards, 4 players only, replacing the base Event deck (any rule about Events then means these).
The State performs the task and chooses a class as usual and gets that class’s reward — and also gives the card to that class. The class either:
- keeps it, sliding it under its player board so only the Benefit at the bottom shows: it works for the rest of the game, starting in the phase it names (optional each time); or
- discards it at once for 1
(only right away).
Things a Benefit lets you “get” come from the supply.
With Immediate Response (the Event Action twice on one card): if the first class kept the card, the
second gets 1
; if the first took the point, the second may keep the card or take the point.
Hidden Agendas
20 cards, 5 per class.
Setup: each player draws 2 of their class’s Agendas, keeps 1 secretly and boxes the rest.
Each Agenda has a task, a timing — Anytime (with any extra condition printed), Game End, or a named phase in any round — and a reward. Achieve it in time: reveal it and score. Agendas about Policy sections cannot be claimed during the Elections Phase until all its elections are done. With 4 players the State should keep the Events it answered apart from the others: one Agenda counts them.
New Action cards
5 new cards per class (with dots beside the title), shuffled into each Action deck — only if all players agree, since some are very interactive. Four are shared by every class:
- Momentum for Change — 1
per Bill marker of yours on the Politics table, then
propose a Bill (no Immediate Vote). - Protect the Status Quo — pick a Policy: no Bills on it this round (mark it with one of your Bill
markers); then 1
. - Change of Government Agenda — with 3 or fewer Bills proposed, discard one of another player’s; then you and that player may each propose a Bill, you first.
- Reveal Political Scandal — take 2
from another player.
and one COVID-19 card per class (see Cards & Components).