How to play

How to Play Crisis within Time

Learn the basics in 5 minutes. Command your deck, roll the dice pool, and outlast your rivals.

3 modes
3 phases per round
30 cards per deck
Watch the official video guide: rules, turn flow and battle resolution in action.

The game in four steps

The short version. The full setup, the round and every icon are further down this page.

01

Pick your deck

Select your Elseborn box. Take your 50 HP tracker, place your 3 Hero Ability cards face down, and shuffle your 30-card Action Deck.

02

Play and target

Play an Action Card from your hand, name an opponent as your target and announce your attack. Your opponent can play a counter-card or brace for the roll.

03

Roll the dice pool

Roll the number of dice shown on your played card. Calculate hits against defense values and apply direct damage to the target's HP tracker.

04

Switch sides or outlast

In Arena mode, form temporary pacts with your tablemates, or betray them the moment they show weakness. In Alliance mode, fight alongside your ally and lead your team to victory. But whatever the mode, never forget the goal: be the last one standing.

Three modes,
one box

The mode is decided before the first card is dealt. Nothing else about the setup changes.

2

Duel

Two players, one fight per round. The cleanest way to learn the game and the hardest place to hide.

3+

Arena

Free-for-all. Anyone can start a fight with anyone, and the player in front is rarely the one who stays there.

3+

Alliance

Teams. Once per game you can call for help. Your ally adds a card to your side, but you do not get to choose which one.

Setting up

Six steps, the same in every mode. Two minutes once you have done it before.

01

Pick an Elseborn box

One character each. Whoever is teaching should take the one they know.

02

Set your hitpoints to 50

The HP tracker in the box holds the number. Everyone starts level.

03

Take five Hero Abilities, keep three

They stay face down in front of you for the whole game. Nobody else knows which three you kept.

04

Build a deck of thirty

Every blue and yellow card from your box goes in, then fill up to thirty with the rest.

05

Shuffle and draw

Your opening hand is one card more than the number of players at the table.

06

Decide who starts

The player who time-travelled most recently. If you cannot agree on that, roll, and the lowest roll starts.

If you run out You never get stuck with an unplayable hand. When you have no playable card left, you refresh.

The round

Three phases, in order, every time. The whole game is this loop until one player is left standing.

Phase one

Initialization

Poison does its damage.
The initiative token passes on.
Everyone refills their hand.
Phase two

Placement

Place a card and name your target.
They answer with a card of their own.
Instants and Hero Abilities are played here, or not at all.
Phase three

Resolve

Roll the Attack Pool and add any modifiers.
Subtract the defender's Defense.
Whatever is left is damage. Used cards are discarded.
And then it happens again.

Three kinds
of card

Every card in your hand is an attack, a defense and a measure of your luck at the same time. What changes is when you are allowed to play it.

Action

The large diamond is the Pool: how many dice you roll when the card resolves. This is the card you lead with.

Instant

Carries a Pool and a Modifier. Played during Placement, on top of whatever is already on the table.

Ability

The three Hero Abilities you kept at setup. They sit face down all game and activate during Placement.

What the icons do

Eight effects. Learn these and you have learned the game.

Poison
Damage at the start of each of your rounds. It does not stack, and a healing card clears it.
Stun
The target's attack is zeroed for that exchange. They still take whatever is coming.
Discard
The target loses cards from hand. Cheap to play, expensive to be on the wrong end of.
Reroll
Roll one or more of your dice again and keep the second result.
Double Damage
Doubles the damage that actually lands, after Defense has been subtracted.
Malfunction
If any die comes up 1, your highest die is cancelled as well. The Atlantican lives with this.
Heal
An Instant that puts hitpoints back and clears poison at the same time.
Call for Help
Alliance mode only, once per game. Your ally adds a card, and they choose which one.

Now pick who you are

Ten Elseborn, each with its own way of winning. The pack you choose decides how many of them sit on your table.