Ludexv2026.11.01-65114139Hegemony: Lead Your Class to VictoryOfficial rulebook ↗

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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:

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:

  1. Discard proposed Bills — only on the Policies listed (others keep their Bills); 1 Influence per Bill marker lost.
  2. Change Policies — move the listed Policy markers and apply their effects; unlisted ones stay.
  3. Additional effects — in order; a class symbol in front limits an effect to that class.
  4. Pay off Loans — the State pays what it can; the rest are discarded.
  5. 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:

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 victory points; 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:

and one COVID-19 card per class (see Cards & Components).

Rules

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