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===Overview===
===Overview===


This is a co-operative game in which the players collectively need to win within 6 rounds or less
This is a co-operative game in which the players collectively need to win within 6 rounds or less, by sequestering more carbon than they produce and then surviving that round's crises.
 


===Start of game===
===Start of game===
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The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or too many rounds can cause game loss.
The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or too many rounds can cause game loss.


===Stages in a Round===
===Stages in a Round===


Global Stage
==== Global Stage ====
 
Local Stage
 
Emissions Stage
 
Crisis Stage
 
Growth Stage
 
 
===Global Stage===
 
Draw a number of new crisis cards equal to the number on the Thermometer
Draw a number of new crisis cards equal to the number on the Thermometer


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The Global Project area can only hold 4 active projects, so if you have 4 when you draw the new one you must discard an old one of the group's choice even if it has some progress on it
The Global Project area can only hold 4 active projects, so if you have 4 when you draw the new one you must discard an old one of the group's choice even if it has some progress on it


 
==== Local Stage ====
===Local Stage===
 
Each player draws 5 cards, these are public knowledge. Players can take actions at the same time, and each player can use their cards in a few ways:  
Each player draws 5 cards, these are public knowledge. Players can take actions at the same time, and each player can use their cards in a few ways:  


Start a Local Project
===== Start a Local Project =====
 
This action allows you to play a new card on top of a pre-existing stack (you start with 5 stacks with one starter card in each). When this happens, the ability of the old card is no longer available, but its symbols remain
This action allows you to play a new card on top of a pre-existing stack (you start with 5 stacks with one starter card in each). When this happens, the ability of the old card is no longer available, but its symbols remain


Take a Local Action
==== Take a Local Action ====
 
This allows you to use the ability of the most visible card in a stack. If you take this action first BEFORE Start a Local Project on the same stack, you can use an action, cover it with a new one, then use the new action. In addition, whilst still visible, a card's action can be used as many times in the Local Stage as you wish and are able to, and you can even do other actions and come back and do the same action again later.
This allows you to use the ability of the most visible card in a stack. If you take this action first BEFORE Start a Local Project on the same stack, you can use an action, cover it with a new one, then use the new action. In addition, whilst still visible, a card's action can be used as many times in the Local Stage as you wish and are able to, and you can even do other actions and come back and do the same action again later.


Support a Card
===== Support a Card =====
 
This final type of action has you tucking a card behind another card, this will cover the new card's action but provide you with its symbols. This is the only action which can be used on Local, Global, &/or Crisis cards. On Local cards, it may make an action stronger. On Global cards, it can slowly unlock the ability until it's fully available and an Active token can be placed on it as a reminder. On Crisis cards, it will slowly weaken it until it is less of a threat.
This final type of action has you tucking a card behind another card, this will cover the new card's action but provide you with its symbols. This is the only action which can be used on Local, Global, &/or Crisis cards. On Local cards, it may make an action stronger. On Global cards, it can slowly unlock the ability until it's fully available and an Active token can be placed on it as a reminder. On Crisis cards, it will slowly weaken it until it is less of a threat.


Carbon Cubes
===== Tracking actions =====
 
The game uses carbon cubes to track a project with limited use. (However note you can still play a new project over a used project, and use that new project.)
These have no effect, but help to track the uses of a limited use effect across the phase, e.g. maybe you can only use it 3 times
 
 
Also some project cards can be activated -- possibly multiple times unless it mentions otherwise.
 
 
===Emissions Stage===
===Emissions Stage===


First, each player checks their Energy Demand against their Clean and Dirty Energy count, if this meets the demand they are find, but if not they suffer Community in Crisis Tokens equal to the difference
First, if any player's Energy Demand is less than their Total Energy count (Clean + Dirty), they suffer Community in Crisis Tokens equal to the difference.


Each player then adds together their Dirty Energy and Emissions, this number of Carbon Cubes are added to the main board. Meeting or failing to meet your Energy Demand has no effect on this.
Then each player adds carbon cubes to the main board equal to their Dirty Energy + Emissions, (This is unaffected by meeting or failing to meet your Energy Demand.)


Add up the value of Trees, Oceans, and Direct Air Captures, then remove this number of Carbon Cubes from those just introduced
Finally, remove one cube per Tree, Ocean, and Direct Air Capture token present from the board -- this is the sequestered amount.


If 0 Carbon Cubes remain AND there is at least a value of 1 or more in Trees, Oceans, &/or DACs which wasn't used, Drawdown occurs. In which case, take the remaining owed Carbon Cubes from the Thermometer and, if you can survive one more Crisis, you win
If you can't remove enough (there is more Tree, Ocean, and Direct Air Capture than carbon cubes just added), then "Drawdown" occurs, meaning you just need to survive this round's crises and you win. Take whatever cubes you couldn't remove from the thermometer instead.


If Drawdown did NOT trigger, move all unconsumed Carbon Cubes over to the Thermometer. The Thermometer is filled bottom to top, left to right, but only the number of columns equal to the player count is used (e.g. in a 3 player game, there will be an empty rightmost space each row). Each Thermometer space has room for 5 Carbon Cubes, stacked like a pyramid. When a row is completely filled (i.e. 5/10/15/20 Carbon Cubes) the cubes are wiped off and replaced with a Temperature Band. The Temperature Band declares that you are officially at this level, and suffer the consequences of the new row. If you complete a row which changes the number of Crisis cards, IMMEDIATELY draw a new face down Crisis card to meet this requirement
Otherwise if Drawdown did not trigger, add any remaining cubes to the thermometer. The Thermometer is filled bottom to top, left to right -- one column per player (meaning in a 3 player game, the rightmost space each row will be empty).  


Note each Thermometer space has room for 5 Carbon Cubes, stacked like a pyramid. When a row is completely filled (i.e. 5/10/15/20 Carbon Cubes) the cubes are wiped off and replaced with a Temperature Band. More temperature bands means more additional hazards from dice rolls, more hazards, and possibly stronger crisis effects. (If you complete a row which changes the number of Crisis cards, IMMEDIATELY draw a new face down Crisis card to meet this requirement.)


===Crisis Stage===
===Crisis Stage===
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First, roll the Planetary Die equal to the number shown on the current band on the Thermometer and resolve it after each roll (i.e. with 3 rolls you'd get 3 effects)
First, roll the Planetary Die equal to the number shown on the current band on the Thermometer and resolve it after each roll (i.e. with 3 rolls you'd get 3 effects)


First add a token to the corresponding effect, this may be all that happens. However, if the space is a Tipping Point spot OR you've already filled that row, an additional effect will occur based on its type
First add a token to the corresponding effect. If the space is a Tipping Point spot OR you've already filled that row, an additional hazard will occur based on its type
 
 
Change in Major Weather Systems: Draw 2 more Crisis Cards


Desertification: Remove 1 tree per player
* Change in Major Weather Systems: Draw 2 more Crisis Cards


Dieback of the Amazon: Add 1 Carbon Cube per player AND Remove 1 tree per player
* Desertification: Remove 1 tree per player


Loss of Arctic Sea Ice: Add 2 Carbon Cubes per player DIRECTLY to Thermometer
* Dieback of the Amazon: Add 1 Carbon Cube per player AND Remove 1 tree per player


Thawing Permafrost: Add 2 Carbon Cubes per player
* Loss of Arctic Sea Ice: Add 2 Carbon Cubes per player DIRECTLY to Thermometer


Ocean Acidification: Remove 1 Ocean per player
* Thawing Permafrost: Add 2 Carbon Cubes per player


After this is resolved, move on to resolving all Crisis cards in order. Some cards target everyone whilst others target a player with a specific requirement, like the player with the lowest or highest of something. Check tucked Local Cards to see how they may reduce or completely ignore the effect. If you are targeted, Resilience Tokens may reduce the effect, and these are NOT discarded. However, Resilience Tokens only help the player who owns them, not everyone targeted. Afterwards, the Crisis card and any attached Local Cards are discarded.
* Ocean Acidification: Remove 1 Ocean per player


If Community in Crisis tokens need to be added, add them left to right, top row to lowest row. If you have 4 or more of these tokens, you will draw 1 less Local Card. If you have 8 or more, you will draw 2 less Local Cards.
After resolving rolls, then resolve all Crisis cards in order. Crisis cards may target everyone, or target a specific player. Some crises add new rules restrictions, and some may increase in strength based on number of temperature bands, and some may be reduced based on the player's own current Resilience level. (Resilience level is not removed when decreasing a crisis's effect.


If you need to remove a token and don't have it, take a Community in Crisis token
If you need to remove a token and don't have it, take a Community in Crisis token instead.


If you need to discard a card from your play area, it can be any card not just the most visible one. However, if you discard the most visible one, this will allow an older effect to come back.
If Community in Crisis tokens need to be added, add them left to right, top to bottom. With 4 or more of these, you will draw 1 fewer Local Card. With 8 or more, you will draw 2 fewer Local Cards.  


When discarding a card from your play area, you may choose any card not just the top one, though if you do discard the top one, this will allow the effect just beneath it to be usable.


===Growth Stage===
===Growth Stage===


If you had achieved the emissions milestone earlier (drawdown) then you win!
If you had achieved the "Drawdown" earlier and didn't lose, then you win!


If not, advance the round tracker (if this was round 6, you lose)
If not, advance the round tracker (if this was round 6, you lose), Then advance your energy demand based on your society (U.S. & Europe +1, China +2, Majority World +3)


If you did not lose, advance your energy demand based on your society (U.S. & Europe +1, China +2, Majority World +3)




===End of Game===
===End of Game===


Everyone wins during Growth, if reaching the emissions milestone during Emissions
Everyone wins during Growth, if you reached "Drawdown" and survived the Crisis stage.


Everyone loses if any of the following:
Everyone loses if any of the following are reached


The Thermometer reaches 2oC (8 Bands)
* The Thermometer reaches (8 Bands)
Any player has 12 or more communities in crisis
* Any player has 12 or more communities in crisis
You need to commence round 7
* You haven't won at the end of round 6 (start of round 7)

Revision as of 23:30, 24 June 2023

Overview

This is a co-operative game in which the players collectively need to win within 6 rounds or less, by sequestering more carbon than they produce and then surviving that round's crises.

Start of game

Players each start as a particular region/faction, with their own starting projects and other values.

The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or too many rounds can cause game loss.

Stages in a Round

Global Stage

Draw a number of new crisis cards equal to the number on the Thermometer

The first one is face up, the other required cards are placed face down unseen

Draw 2 Global Project cards, pick one as a group to keep and discard the other

The Global Project area can only hold 4 active projects, so if you have 4 when you draw the new one you must discard an old one of the group's choice even if it has some progress on it

Local Stage

Each player draws 5 cards, these are public knowledge. Players can take actions at the same time, and each player can use their cards in a few ways:

Start a Local Project

This action allows you to play a new card on top of a pre-existing stack (you start with 5 stacks with one starter card in each). When this happens, the ability of the old card is no longer available, but its symbols remain

Take a Local Action

This allows you to use the ability of the most visible card in a stack. If you take this action first BEFORE Start a Local Project on the same stack, you can use an action, cover it with a new one, then use the new action. In addition, whilst still visible, a card's action can be used as many times in the Local Stage as you wish and are able to, and you can even do other actions and come back and do the same action again later.

Support a Card

This final type of action has you tucking a card behind another card, this will cover the new card's action but provide you with its symbols. This is the only action which can be used on Local, Global, &/or Crisis cards. On Local cards, it may make an action stronger. On Global cards, it can slowly unlock the ability until it's fully available and an Active token can be placed on it as a reminder. On Crisis cards, it will slowly weaken it until it is less of a threat.

Tracking actions

The game uses carbon cubes to track a project with limited use. (However note you can still play a new project over a used project, and use that new project.)

Emissions Stage

First, if any player's Energy Demand is less than their Total Energy count (Clean + Dirty), they suffer Community in Crisis Tokens equal to the difference.

Then each player adds carbon cubes to the main board equal to their Dirty Energy + Emissions, (This is unaffected by meeting or failing to meet your Energy Demand.)

Finally, remove one cube per Tree, Ocean, and Direct Air Capture token present from the board -- this is the sequestered amount.

If you can't remove enough (there is more Tree, Ocean, and Direct Air Capture than carbon cubes just added), then "Drawdown" occurs, meaning you just need to survive this round's crises and you win. Take whatever cubes you couldn't remove from the thermometer instead.

Otherwise if Drawdown did not trigger, add any remaining cubes to the thermometer. The Thermometer is filled bottom to top, left to right -- one column per player (meaning in a 3 player game, the rightmost space each row will be empty).

Note each Thermometer space has room for 5 Carbon Cubes, stacked like a pyramid. When a row is completely filled (i.e. 5/10/15/20 Carbon Cubes) the cubes are wiped off and replaced with a Temperature Band. More temperature bands means more additional hazards from dice rolls, more hazards, and possibly stronger crisis effects. (If you complete a row which changes the number of Crisis cards, IMMEDIATELY draw a new face down Crisis card to meet this requirement.)

Crisis Stage

First, roll the Planetary Die equal to the number shown on the current band on the Thermometer and resolve it after each roll (i.e. with 3 rolls you'd get 3 effects)

First add a token to the corresponding effect. If the space is a Tipping Point spot OR you've already filled that row, an additional hazard will occur based on its type

  • Change in Major Weather Systems: Draw 2 more Crisis Cards
  • Desertification: Remove 1 tree per player
  • Dieback of the Amazon: Add 1 Carbon Cube per player AND Remove 1 tree per player
  • Loss of Arctic Sea Ice: Add 2 Carbon Cubes per player DIRECTLY to Thermometer
  • Thawing Permafrost: Add 2 Carbon Cubes per player
  • Ocean Acidification: Remove 1 Ocean per player

After resolving rolls, then resolve all Crisis cards in order. Crisis cards may target everyone, or target a specific player. Some crises add new rules restrictions, and some may increase in strength based on number of temperature bands, and some may be reduced based on the player's own current Resilience level. (Resilience level is not removed when decreasing a crisis's effect.)

If you need to remove a token and don't have it, take a Community in Crisis token instead.

If Community in Crisis tokens need to be added, add them left to right, top to bottom. With 4 or more of these, you will draw 1 fewer Local Card. With 8 or more, you will draw 2 fewer Local Cards.

When discarding a card from your play area, you may choose any card not just the top one, though if you do discard the top one, this will allow the effect just beneath it to be usable.

Growth Stage

If you had achieved the "Drawdown" earlier and didn't lose, then you win!

If not, advance the round tracker (if this was round 6, you lose), Then advance your energy demand based on your society (U.S. & Europe +1, China +2, Majority World +3)


End of Game

Everyone wins during Growth, if you reached "Drawdown" and survived the Crisis stage.

Everyone loses if any of the following are reached

  • The Thermometer reaches (8 Bands)
  • Any player has 12 or more communities in crisis
  • You haven't won at the end of round 6 (start of round 7)