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List of cards: https://daybreakgame.org/explore-cards
=== Symbol Terminology: ===
Refer to the '''Symbol Terminology''' section later in the guide for a list of terms and symbol explanations (tags, resilience, etc.). Use '''CTRL+F''' to search for unfamiliar terms.


You want first to do something with all your 5 stacks. One per turn effects can be used at the end of a turn and at the start of the next turn: per example, having one stack with one tree per turn can be keeped the whole game if you don't need that stack.
=== Finding Card Information: ===
You can look up card details in two ways:<ol style="
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">
    <li style="list-style-type:decimal;">Click the "?" in the bottom left corner of any card to open its dedicated page on  https://daybreakgame.org/explore-cards, which provides an in-depth breakdown. </li>
        <li style="list-style-type:decimal;">Hover over a card for a quick description. ''Tip: You can view "buried/tucked" cards this way, useful when discarding the top layer of a stack..''</li><li style="list-style-type:decimal;">List of all cards (Fan created) - [https://docs.google.com/spreadsheets/d/1vcwCeUuMxzXbT3QUkF4Tk0rTmTtf2SNeACxVuStc0yU/edit?usp=sharing https://docs.google.com/spreadsheets/d/1vcwCeUuMxzXbT3QUkF4Tk0rTmTtf2SNeACxVuStc0yU]</li>
</ol>


Oten play cards above your stacks. Synergies are great, but playing a card under a stack lost is immediate value.
===Game End===
Winning Conditions
<ul class="bulletlist" style="
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    <li>Reduce '''Net Carbon''' to '''-1''' (visible under the world map).</li>
    <li>Survive a '''final crisis round.'''</li>
</ul>


Optional Challenge Cards
<ul class="bulletlist" style="
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    <li>If '''Global or Local Challenge Cards''' are active, their conditions must be met for the game to end.</li>
    <li>If you want a more extended game, consider adding challenge cards (hard or variable).</li>
</ul>


=== General Tips ===


<li>Use the '''chat''' to '''communicate''' so your teammates are on the same page:
</li>


This game is pretty well balanced. You got many differents main options:
<li></li>


- going for a very fast game, it mean that all players try to reduce emissions pretty fast, resilience and energy generation doesn't matter, and in turn 2 or 3, you should try to win, with at most 2 temparature bar
===Understanding Cards===
Card Mechanics


- going for a slow game, you want to increase your resilience to be able to take some big hit, have a good energy generation and be nearly always above it, and potentially use some card draw. More the game advance, and more you should have cards in play, which mean you would be able to get powerful synergie later on. Even if it seem you are going no where, the end game should go pretty smoothly
<ul class="bulletlist" style="
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    <li>The 5 starting local projects cards are fixed based on the country you play as. </li>
    <li>Discarded global project cards are reshuffled once the deck is depleted. Discarding good cards allows them to be '''redrawn''' later by a player when the deck is reshuffled. </li> </ul>Frequency of Use & Card Retention<ul class="bulletlist" style="
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    <li>'''"Once per round"''' effects can be triggered both at the '''end''' of a round and the '''beginning''' of the next.</li>
    <li>You can '''keep cards in your hand between rounds''', potentially activating them twice before covering them. </li>
    <li>Cards '''without''' "once per round" may be used multiple times, or '''as many times as resource availability allows.''' </li>
    <li>Before ending your round, '''maximize card effects'''-limited-use cards display '''X/X''', in the bottom right corner to track usage. </li>
    <li>Avoid holding onto cards that can't be utilized immediately or in the short-term - they may be better '''tucked''' into a stack or '''discarded''' to activate a stack.. </li>
</ul>


But most of the time it will be a middle between those two. But you really need to adapt. If you see you can get lots of resilience early on, sharing it on chat make everyone know what is your plan. Having one player which goes for a fast game and another one for a slow game will lead to one player getting many drawbacks, and while it's still possible to support them, it's not great.
===Understanding Stacks===
Stack Mechanics 


<ul class="bulletlist" style="
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    <li>There are '''5 "Local Projects" stacks''' (an "easy" challenge card allows for a '''6th''' stack).</li>
    <li>The '''top card''' in each stack is '''active''', utilizing '''all tags''' within the stack.</li>
    <li>Adding a new '''top card tucks''' the '''previous card''', making only its '''tags''' available.</li></ul>Stack Optimization<ul class="bulletlist" style="
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    <li>Assign each stack a '''dedicated function''' (e.g., '''Power Generation''', '''Dirty Energy Removal''', '''Card Draw 1, Card Draw 2, Emission Removal''')</li>
    <li>The '''top card''' in each stack is '''active''', utilizing '''all tags''' within the stack.</li>
    <li>Adding a new '''top card tucks''' the '''previous card''', making only its '''tags''' available.</li>
    <li>Keep similar card '''tags''' together '''enhances synergies.''' </li>
    <li>Avoid scattering '''energy-related cards -''' as some require '''matching tags''' within the stack for activation. </li>
    <li>Depending on your strategy, you may '''keep the same card on a stack''' the entire game, e.g., Persistent Card Draws that have 2-3 cards drawn per round, or a card that one that produces trees every round.</li></ul>Advanced Engine Tucking Strategies<ul class="bulletlist" style="
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    <li>Most stacks only need to be 2 deep for efficient engine optimization. (e.g., 2 energy per discard, 2 energy removal per discard) </li>
    <li>Cards '''can''' be tucked '''under''' a stack to utilize its '''tags''' for immediate benefits. </li>
    <li>'''Global Projects''' with tag-triggered benefits '''only activate''' when played as the '''top card'''. </li><li>If covering a top card, '''use its benefits''' before replacing it.
</li>
</ul>Adapting Strategies<ul class="bulletlist" style="
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    <li>It is OK to '''change plans''' if covering a card '''helps activate a new card'''. Sometimes it is beneficial to cover cards in a stack to gain the tags to activate a new card you've received.</li></ul>


At best, you want to reduce emmissions to not make the game snowball on you and produce energy. Then increase your resilience to survive to the crisis. Then reduce your emmissions to -1.
=== Crises ===
<ul class="bulletlist" style="
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    <li>The fast game strategy typically ignores Crises and does not spend cards to mitigate or stop crises from happening. </li>
    <li>'''Not all crises are negative'''; Crises where you can discard cards from the play area can be HELPFUL if you buried a card to use another card's effects </li>
    <li>Crises to look out for:
<li>Crises that penalizes players that have one or more "cows" - Consider removing cows for this reason when removing emissions! Consider removing cows for this reason when removing emissions!  Relevant crisis cards: ⭐[https://www.daybreakgame.org/card/1428 Deforestation] ([https://www.daybreakgame.org/card/1429 Also this card])  - Remove 1 Tree for each player who has Agriculture Emission tokens. </li>
    <li>Late Game: There are crises that removes one social resilience for every 2 CIC's you have </li>
    <li> There are Crises that that removes two dirty energy and triggers again the malus of CIC on energy (so if you are at -2 energy, and it triggers on you, you first gain 2 CIC, and then gain up to 4 CIC, which is a lot).
</li> </li></ul>


.


===Fast Game Strategy===


Don't hesitate to keep some cards at the end of the turn. It's not good, but you could get more options with them next turn. You are still drawing 5 extra cards each turn.
==== Aggressively Cut Emissions, Winning by Turn 3 ====
<ul class="bulletlist" style="
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    <li>'''Early Emission Cuts are Critical:''' Reduce '''2-3 emissions in turn 1''' - more is better. In this strategy stockpiling resilience, combatting/mitigating upcoming crises, oceans and trees generation, and managing Communities in Crisis tokens take a '''backseat to rapid emission reduction.'''.</li>
    <li>'''Global Card Selection''' - Pick options that don't require tucked cards. </li>
    <li>'''Total Emissions to Remove:''' Aim to '''cut 14 emissions''' quickly to win before crisis escalation ('''20+ emissions needed if delayed).''' </li>
    <li>'''Dirty Electricity Phase-Out Engine''': Prioritize phase out immediately, '''especially for China / Minority World''' (starting with '''8+ dirty emissions'''). This helps mitigate situations where key cards don't appear early to help with non-energy emissions reductions. </li>
    <li>'''Clean Energy Generation''': Target 3-4 energy per discard - exceeding this is likely wasteful.  </li>
    <li>'''Balance Energy Use:''' If energy '''goes negative''', make sure it’s '''intentional'''—only take the hit if it leads to a major emissions cut.</li>
    <li>'''Optimized Stack Use (1 Power Generation, 1 Dirty Energy Phase-Out, 2 Card Draw Engines, 1 Non-Dirty Emissions Removal)'''</li>
    <li>'''CIC's Are a Currency:''' Don't waste resources stopping Communities in Crisis - think of them as '''expendable resource''' for the greater goal, where the team is trying to slow down Communities in Crisis instead of eliminating them entirely.</li>
    <li>'''Card Use Optimization:''' Most card's aren't strong on their own - '''tuck weak cars''' behind '''high-impact engines''' or use them as discards for better combos.  </li>
    <li>'''Resilience is Low Priority Early''': Delay resilience-building until '''turn 3 or later''' (only 2-3 total needed, as you are not stopping the accrual of CIC's. </li>
    <li>'''Play to your country's strengths''' - The US / Europe generate less emissions and can focus on building card engines/energy engines to help provide energy generation or extra cards for China / Minority World. </li></ul>


Having -1 energy isn't a big deal. I personnally prefer early on to have -1 energy (so +1 star) but -1 emission if I'm sure I will be able to produce energy in my second turn.
==== Fast Game Strategy Risks ====
<ul class="bulletlist" style="
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    <li>'''Crisis Snowballing:''' Prioritizing emissions reduction over resilience means crisis rounds can escalate quickly. If resilience is too low, '''a bad dice roll could generate enough Communities in Crisis (CICs) to end the game.'''</li>
    <li>'''Energy Deficits:''' Overcommitting to emissions cuts may lead to '''negative energy balance,''' which results in additional CICs—this can backfire if unchecked.</li>
    <li>'''Thermometer Mismanagement:''' If the temperature rises too fast before you win, additional emission reductions per turn are required just to '''break even,''' increasing the total emissions needed.</li>
    <li>'''Weak Late-Game Scaling:''' If you don't win by '''round 3,''' crisis events and emissions accumulation can quickly spiral out of control, requiring more cuts than planned.</li>
    <li>'''Limited Flexibility:''' The strategy relies on aggressive execution—if key cards don’t appear early, you may struggle to maintain progress.</li></ul>


Most crisis are similar. The two you wanna look in late game are the one which remove one social resilience by 2 stars you have, and the one which remove two dirty energy and trigger again the malus of star on energy (so if you are at -2 energy, and it trigger on you, you first gain 2 stars, and then gain up to 4 stars, which is a lot).
==== Fast Game - Local Project Cards to Look for - (⭐Best / 🥈Good) ====


You have sometimes the option to goes for a big malus energy to be at exactly -1 emission and end the game at the end of the turn.
==== 1.Search the Deck for Cards Engine → Controlled card selection is key. ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐[https://www.daybreakgame.org/card/1117 '''Clean Energy R+D'''] (Starting Card - [https://www.daybreakgame.org/card/1213 US], [https://www.daybreakgame.org/card/1203 Solo (Draw 5)], 3 Copies in Deck - [https://www.daybreakgame.org/card/1117 1] [https://www.daybreakgame.org/card/1118 2] [https://www.daybreakgame.org/card/1119 3]) (Energy, Innovation tags) - Discard 1, draw 3, keep 1.
<li>Tip: Stack multiple Clean Energy R+D cards (exhaust the first's actions prior to placing additional Clean Energy R+D on top).</li></li>
</ul>


If reducing your carbon by 1 or 2 would make you not reach the next threshold, it's usually really good to try to do so. It's similar to make all players gain +1 on all resilience for the turn. For that reason, you should try to produce at least -1 emission during the first turn.
==== 2. Draw Cards - Emissions Focused ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>🥈'''[https://www.daybreakgame.org/card/1208 Emissions Technology R+D]''' (China ''Starting Card'' - Incentive tag) – Draw 2 per Incentive tag in this card's stack. Add any cards that reduce Emissions from Dirty Energy or [https://www.daybreakgame.org/emissions other Emissions sources] to your hand. Discard the other cards. Use until you find a better card to replace it in the stack.</li>
  <li>🥈'''[https://www.daybreakgame.org/card/1054 Luxury Consumption Tax]''' (Regulation tag) – Draw 2 per Regulation tag in this card's stack. Add any cards that reduce Emissions from Dirty Energy or [https://www.daybreakgame.org/emissions other Emissions sources] to your hand. Discard the other cards.</li>
</ul>
==== 3. Generate Clean Energy (No Discard) Engines ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1025 Fourth Generation Nuclear]''' (Nuclear &amp; Energy tags) – '''+2 Clean Energy''' tokens for each '''Nuclear tag''' in this card's stack. <u>Requirements:</u> At least 1 Regulation tag and 1 Innovation tag in this card's stack. (Once Per Round)</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1019 Integrated Planning Solar]''' (Solar &amp; Energy tags) – +1 Clean Energy token or each Solar tag in this card's stack. <u>Requirements:</u> Must have at least 2 Grid tags in this card's stack. (Once per round</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1022 Small Scale Onshore Wind]''' (Wind &amp; Energy tags) – +1 Clean Energy token for each Wind tag in this card's stack. <u>Requirements:</u> Must have at least 2 Grid tags in this card's stack. (Once per round)</li>
  <li>🥈'''[https://www.daybreakgame.org/card/1132 Community Wind]''' or  '''🥈[https://www.daybreakgame.org/card/1131 Community Solar]''' (Energy, Society, Wind/Solar tags) – Add Clean Energy &amp; Infrastructure Resilience if you meet the following requirements: +1 Clean Energy (1-2 Society), +1 Clean Energy &amp; +1 Infrastructure resilience (3–4 Society), +2 Clean Energy &amp; +1 Infrastructure resilience (4–5 Regulation) in the stack. (Once Per Round)</li>
</ul>'''4.  Generate Energy (Discard 1) Engines'''<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1026 Major Solar Program]''' (Solar, Grid, Energy tags) - Discard 1, +2 Clean Energy tokens for each Solar tag in this card's stack. <u>Requirements:</u> At least 3 Grid tags in this card's stack to take this action.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1028 Major Nuclear Program]''' (Nuclear, Grid, Energy tags) - Discard, +2 Clean Energy tokens for each Nuclear tag in this card's stack. <u>Requirements:</u> At least 2 Regulation tags and 1 Society tag in this card's stack to take this action.</li></ul>


If you only gain 1 house per turn, you shouldn't try to force trying to get energy. In worst case, you should gain 1 star at the end of the second turn, and 2 more at the end of the third one which is totally manageable. You gots lots of others cards which let you produce energy or removing houses. If you are playing USA or have a way to give a card which could produce energy, it's usually better to give it to someone else who gain +2 or +3 houses each turn.
==== 5. Reduce Dirty Energy Engines ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>🥈'''Starting Card -''' '''Dirty Electricity Phaseout''' ([https://www.daybreakgame.org/card/1221 '''Majority World'''] - Energy, [https://www.daybreakgame.org/card/1216 Europe] / [https://www.daybreakgame.org/card/1211 US] - Incentive, or [https://www.daybreakgame.org/card/1206 China] / [https://www.daybreakgame.org/card/1201 Solo] - Regulation tag) - Discard 1, remove 1 Dirty Energy per Energy/Incentive/Regulation tag</li><li>⭐[https://Www.daybreakgame.org/card/1045 '''Drilling & Mining Bans''']  or ⭐'''[https://www.daybreakgame.org/card/1044 Fossil Fuel Nationalization] ('''Regulation & Society or Ecology & Regulation tags) - Discard 1, Remove 2 Dirty Energy per Regulatory Tag</li><li>🥈'''[https://www.daybreakgame.org/card/1048 Green Energy Transition]''' ([https://www.daybreakgame.org/card/1043 2 copies]) (Regulation tag) – Whenever you take an action that adds 2 or more Clean Energy tokens, you may remove 1 Dirty Energy token. (Will trigger multiple times per round.)</li>
</ul>'''6. Reduce Emissions''' <ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1053 Circular Economy]''' (Regulation &amp; Society tags) – Remove Emissions (of any kind) &amp; add resiliencies if you meet the following requirements: Remove 1 Emission (2–4 Regulation tags), or remove 1 Emissions token (of any kind) and decrease your Energy Demand by 1 (5+ Regulation tags). (Once per round)
</li>
</ul>'''7. Local Projects to Plant Trees &amp; Oceans''' → Low impact unless desperate for last emissions cuts<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>🥈'''[https://www.daybreakgame.org/card/1037 Forest Restoration]''' or 🥈'''[https://www.daybreakgame.org/card/1038 Peatland Rewetting]''' (Ecology tag) – Gain 1 Tree. (Once per round)</li>
  <li>🥈'''[https://www.daybreakgame.org/card/1041 Mangrove Restoration]''' (Ecology &amp; Infrastructure tags) – Gain 1 Ocean. (Once per round)</li>
</ul>


==== Fast Game - Local Project Cards Types to Avoid ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>🚫Gain Resilience→  Not needed - Resilience-building should be delayed in this strategy.</li><li>🚫Remove Communities In Crisis Tokens → Not avoiding CIC's - utilized as a resource to manage.</li><li>🚫Reduce Damage → Not needed unless the game drags on.</li><li>🚫'''[https://www.daybreakgame.org/card/1009 Green Investment Bank]''' (Innovation tag) – Draw cards if you meet the following requirements: Draw 1 (2–3 Innovation), Draw 2 (4–5 Innovation), Draw 3 (6+ Innovation) in the stack. '''Issue: Competes with [https://www.daybreakgame.org/card/1117 Clean Energy R+D] for use of Innovation tags;''' if possible, consider sandwiching between Clean Energy R+D cards.</li>
</ul>


=== Longer Game Strategy ===


==== Resilience-Based Approach, Win After Turn 3 ====
<ul class="bulletlist" style="
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    <li>'''Slow & Steady Progression''': Build '''energy generation''', maintaining '''positive energy balance.''' </li>
    <li>'''Leveraging Card Draw''': More '''cards in play''' strengthen late-game synergies. </li>
    <li>'''Survivability Focus:''' Resilience-building ensures '''long-term crisis management.''' </li>
    <li>'''Reduce some Emissions Early:''' Even in this strategy, cutting at least '''1-2 emissions in turn 1''' is equivalent to having cut 5-10 emissions in turn 5, thereby preventing thermometer escalation. </li>
    <li>'''Optimize Crisis Management:''' Avoid '''wasting cards''' solely on resilience - use '''only necessary resilience''' while keeping emissions reduction in mind. </li></ul>


'''Color & Cards specificity:'''
==== Longer Game Strategy Risks ====
<ul class="bulletlist" style="
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">
    <li>'''Slow Start:''' Since this approach delays '''aggressive emissions cuts,''' the thermometer may rise early, increasing the total emissions needed to win. </li>
    <li>'''Energy Maintenance vs Overbuilding:''' Don’t '''over-prioritize energy generation''' at the cost of missing emissions cuts.</li>
    <li>'''Wasted Cards:''' Over-investing in '''crisis mitigation''' may use cards that could have been spent cutting emissions directly, making victory harder. </li>
    <li>'''Energy Efficiency Trade-offs:''' While maintaining '''positive energy balances''' is useful, sacrificing too many plays for resilience can slow down emissions reduction. </li>
    <li>'''Crisis Overconfidence:''' While resilience '''helps mitigate''' crisis effects, it doesn’t directly contribute to winning—focusing too much on it can lead to '''endgame stalls''' where CIC accumulation limits options.</li>
    <li>'''Look Ahead:''' If crisis events start piling up, check for '''opportunities to flip back to emissions reduction mode''' rather than playing too defensively.</li></ul>


Many cards can be good but they require you to have a specific situation. Per example some cards can remove some emissions but add more houses. If you got a good energy generation then it has the potential to be a good card, but if you don't have synergy, energy, or the type of emission then it's bad.
==== Longer Game Best Local Project Cards to Look For ====


Others cards can make you draw cards at the start of the turn, they are not good, but they let you be neutral in cards if you have them in an empty card. And they can let you have more options next turn which is fine.
===== 1.Search the Deck for Cards Engine → Controlled card selection is key. =====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐[https://www.daybreakgame.org/card/1117 '''Clean Energy R+D'''] (Starting Card - [https://www.daybreakgame.org/card/1213 US], [https://www.daybreakgame.org/card/1203 Solo (Draw 5)], 3 Copies in Deck - [https://www.daybreakgame.org/card/1117 1] [https://www.daybreakgame.org/card/1118 2] [https://www.daybreakgame.org/card/1119 3]) (Energy, Innovation tags) -  Discard 1, draw 3, keep 1.  
<li>Tip: Stack multiple Clean Energy R+D cards (exhaust the first's actions prior to placing additional Clean Energy R+D on top).</li></li>
</ul>


The great cards shown are those you should be looking for in many games and nearly all of them work well solo (or close to solo) on a stack. Keeping them on their stack the whole game is usually a strong option.
==== 2. Local Projects to Draw Cards → ''Sustained card advantage helps adaptation'' ====
<u>Draw Tag Specific Cards</u> – Once per round, draw cards from the top of the deck and keep all cards of a certain tag. Discard the others. <u>Once per round</u>.
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1115 Energy Infrastructure R+D]''' (Grid &amp; Energy tags) – Draw 7 – Add all Grid and/or Innovation tag cards to your hand.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1112 Nuclear R+D]''' (Nuclear &amp; Energy tags) – Draw 9 – Add all Nuclear and/or Innovation tag cards to your hand.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1113 Solar R+D]''' (Solar &amp; Energy tags) – Draw 8 – Add all Solar and/or Innovation tag cards to your hand.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1114 Wind R+D]''' (Wind &amp; Energy tags) – Draw 8 – Add all Wind and/or Innovation tag cards to your hand.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1125 Geoengineering R+D]''' (Geoengineering tag) – Draw 8 – Add all Geoengineering and/or Innovation tag cards to your hand.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1116 Soil Education]''' (Ecology tag) – Draw 8 – Add all Ecology and/or Innovation tag cards to your hand.</li>
</ul>
<u>Draw One, Two or Three Cards – Based on Tag Requirements in the Stack</u> – <u>Once per round.</u>
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1008 Green Quantitative Easing]''' (Incentive tag) – Draw cards if you meet the following requirements: Draw 1 (2–3 Regulation), Draw 2 (4–5 Regulation), Draw 3 (6+ Regulation) in the stack.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1007 Fossil Fuel Subsidies Ban]''' (Regulation tag) – Draw cards if you meet the following requirements: Draw 1 (2–3 Regulation), Draw 2 (4–5 Regulation), Draw 3 (6+ Regulation) in the stack.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1204 Clean Energy Investments]''' (Energy tag) – Draw cards if you meet the following requirements: Draw 1 (2–3 Energy tags), Draw 2 (4–5 Energy tags), Draw 3 (6+ Energy tags) in the stack. Competes with stacks that have Energy tags (typically stacks to gain Clean Energy).</li></ul>


'''<u>1) Grid (blue):</u>''' every nation start with a card which let you gain one energy per power grid you have. If you don't have a good source of energy, keeping the option of having two power grid to produce 2 energy per discard is pretty good. You have some cards which add one power grid while doing something else, and they are nice to transition into cards which require 3 power grid.
==== 3. Generate Clean Energy (No Discard) Engines → ''Consistent scaling is key''. ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1025 Fourth Generation Nuclear]''' (Nuclear &amp; Energy tags) – Add 2 Clean Energy tokens for each '''Nuclear tag''' in this card's stack. <u>Requirements:</u> At least 1 Regulation tag and 1 Innovation tag in this card's stack. (Once Per Round)</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1019 Integrated Planning Solar]''' (Solar &amp; Energy tags) – +1 Clean Energy token for each Solar tag in this card's stack. <u>Requirements:</u> Must have at least 2 Grid tags in this card's stack. (Once per round)</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1022 Small Scale Onshore Wind]''' (Wind &amp; Energy tags) – +1 Clean Energy token for each Wind tag in this card's stack. <u>Requirements:</u> Must have at least 2 Grid tags in this card's stack. (Once per round)</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1132 Community Wind]''' or  ⭐'''[https://www.daybreakgame.org/card/1131 Community Solar]''' (Energy, Society, Wind/Solar tags) – Add Clean Energy &amp; Infrastructure Resilience if you meet the following requirements: 1 Clean Energy (1-2 Society), 1 Clean Energy &amp; 1 Infrastructure resilience (3–4 Society), 2 Clean Energy &amp; 1 Infrastructure resilience (4–5 Regulation) in the stack. (Once Per Round)</li>
</ul>


Great cards: '''Energy Infrastructure R+D'''
==== 4. Local Projects that Reduce Emissions / Dirty Energy / Energy Demand → ''Needed but gradual''. ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1053 Circular Economy]''' (Regulation &amp; Society tags) – Remove Emissions (of any kind) &amp; add resiliencies if you meet the following requirements: Remove 1 Emission (2–4 Regulation tags), or remove 1 Emissions token (of any kind) and decrease your Energy Demand by 1 (5+ Regulation tags). (Once per round)</li>
</ul>
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1048 Green Energy Transition]''' (Regulation tag) – Whenever you take an action that adds 2 or more Clean Energy tokens, you may remove 1 Dirty Energy token. (Note: There is no benefit to having more than 2, but you can trigger this multiple times per round.)</li>
</ul>
==== 5. Local Projects to Gain Resilience → ''Vital for long-term survival.'' ====
<u>Plus 2 Resilience – Once per round – no requirements.</u>
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1081 Systemic Risk Planning]''' (Society tag) – Add 2 Social Resilience tokens. (Once per round)</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1082 Pollution Reduction]''' (Ecology tag) – Add 2 Ecological Resilience tokens. (Once per round)</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1083 Distributed Energy Storage]''' (Infrastructure tag) – Add 2 Infrastructure Resilience tokens. (Once per round)</li>
</ul>
<u>Gain resilience based on number of tags in a stack.</u>
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1219 Special Drawing Rights]''' (Regulation tags) – Give any type of resilience to 1 player of your choice if you meet the following requirements: 1 resilience (2–3 Regulation), 2 resilience (4–5 Regulation), 3 resilience (6+ Regulation) in the stack.</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1086 Wilderness Protection]''' (Ecology tag) – +1 Ecological Resilience token per Ecology tag in the stack.</li>
</ul>
<u>Gain Energy + Resilience</u>
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1132 Community Wind]''' or  ⭐'''[https://www.daybreakgame.org/card/1131 Community Solar]''' (Energy, Society, Wind/Solar tags) – Add Clean Energy &amp; Infrastructure Resilience if you meet the following requirements: 1 Clean Energy (1-2 Society), 1 Clean Energy &amp; 1 Infrastructure resilience (3–4 Society), 2 Clean Energy &amp; 1 Infrastructure resilience (4–5 Regulation) in the stack. (Once Per Round)</li>
</ul>


'''<u>2) Energy (green):</u>''' the worst color in my opinion. You got one good card which let you remove first building, then car, then factories but it require some social (blue/purple). I would recommand to mostly ignore it.
==== 6. Local Projects to Remove Communities In Crisis Tokens  → Vital for game longevity. ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1107 Scale Up Recovery Support]''' (Society tag) – Remove Community in Crisis Tokens from any 1 player if you meet the following requirements: Remove 1 CIC (2–3 Society tags), or Remove 2 CIC's (4+ Society tags). (Once per round)</li>
</ul>


'''<u>3) Nuclear (blue):</u>''' most of the nuclear cards are an alternative to produce energy. Most of them require two nuclear to be good, so they are more situationnal. The nuclear project is very expensive for what it does.
==== 7. Local Projects to Plant Trees &amp; Oceans → ''Supports long-term emissions control'' ====
<u>Gain Trees/Oceans based on number of tags in a stack</u>
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1035 Tree Farms]''' or  ⭐'''[https://www.daybreakgame.org/card/1036 Indigenous People's Tenure]''' (Ecology &amp; Regulation/Society Tags) – Add Trees if you meet the following requirements: 1 Tree Token (3-4 Ecology), or Add 2 Trees (5+ Ecology) in the stack. (Once per Round)</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1040 Wetland Restoration]''' (Incentive &amp; Ecology Tags) – Add Oceans if you meet the following requirements: 1 Ocean (3-4 Ecology), or Add 2 Oceans (5+ Ecology) in the stack. (Once per Round)</li>
</ul>
<u>Gain 1 Tree/Ocean – Once per round – no requirements</u>
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1037 Forest Restoration]''' or  ⭐'''[https://www.daybreakgame.org/card/1038 Peatland Rewetting]''' (Ecology tag) – Gain 1 Tree. (Once per round)</li>
  <li>⭐'''[https://www.daybreakgame.org/card/1041 Mangrove Restoration]''' (Ecology &amp; Infrastructure tags) – Gain 1 Ocean. (Once per round)</li>
</ul>


Great cards: '''Nuclear R+D''' (draw), '''Fourth Generation Nuclear''' (energy)
==== 8. Local Projects to Reduce Damage → ''Viable for mid to late game temperature mitigation - <u>(Always confirm with team before using)</u>.'' ====
<ul class="bulletlist" style="margin:1em 0; padding-inline-start:40px;">
  <li>⭐'''[https://www.daybreakgame.org/card/1126 Stratospheric Sulfur]''' - (Geoengineering tag) - Roll the Geoengineering die and +1 to the result for each Geoengineering tag in this card's stack. The following occur based on the sum of the Geoengineering tags in the stack + the roll of the geoengineering die: remove 1 Temperature Band and draw 2 additional unknown Crisis cards.(2-4 sum total), remove 1 Temperature Bands and draw 1 additional unknown Crisis card. (5-6 sum total), If the sum is 7 or more, remove 2 Temperature Bands. Important! This is a <u>temporary effect.</u> Return the Temperature Bands to the Thermometer at the end of the round (after increasing Energy Demand).  (Once Per Round) . '''Risks:''' With minimal resilience, having additional unknown crisis cards picked can tank the game.  </li>
</ul>


<u>'''4) Wind/Solar (light blue/yellow):'''</u> the main source of energy. When you begin the game, it's very nice to have a stack to produce at least 3 energy per discard, but in the right circonstance, you are not forced to have those to get a good energy generation. Cards which produce energy over time are free, so you don't have to use one discard to generate energy.
=== Hybrid Strategy ===


Great cards: '''Solar R+D''' & '''Wind R+D''' (draws)
==== Balanced Adaptability- Cut Emissions while Producing Clean Energy & Boosting Resilience in Key Moments ====
<ul class="bulletlist" style="
    margin:1em 0;
    padding-inline-start:40px;
">
    <li>'''Adaptability Is Key:''' The ideal strategy '''adjusts based on available cards.''' </li>
    <li>'''Balance Emissions & Resilience Proactively - Emissions Reduction First, Then Resilience:''' Reducing emissions early prevents crisis snowballing - resilience matters '''only once emissions are controlled.'''  Begin with aggressive emissions reduction, then gradually pivot into resilience after turn 2-3.</li>
    <li>'''Stacking Strategy Matters:''' Ensure '''key stacks''' (power generation, draw engines, dirty phase-out) '''are well-built early''' so resilience doesn’t take away critical card slots.</li>
    <li>'''Keep a Thermometer Check''': If rising temperature is forcing extra emission reductions, '''speed up the game or pivot''' to resilience strategies. </li>
    <li>'''Plan for Turn 3-5:''' If winning '''by turn 3''' isn't realistic, have a backup plan for emissions cuts in '''rounds 4-5''' without losing too much momentum. </li>
    <li>'''Strategic Card Selection: Card draw accelerates better choices ('''use '''Clean Energy R&D''' for quick deck cycling). </li>
    <li>When '''no direct emission-reduction cards''' are available, '''invest in resilience, trees, or ocean tokens.''' </li>
    <li>'''Avoid Split Strategies Between Players:''' Having one player rush emissions and another focus on resilience '''creates imbalances. Coordinate an adaptable approach.''' </li>
    <li>'''Monitor Thermometer Trends:''' If temperature is '''rising too fast,''' shift gears earlier—don’t assume '''it’ll''' '''stabilize naturally.'''</li></ul>


<u>'''5) Regulation (pink):'''</u> best color in my opinion, the pink project is amazing, and the great cards can remove emissions, add resilience, or draw more cards, and they both synergise really well with that color.
==== Hybrid Strategy Risks ====
<ul class="bulletlist" style="
    margin:1em 0;
    padding-inline-start:40px;
">
    <li>'''Balance Challenges''': Striking a balance between emissions reduction and resilience-building '''requires constant adaptation'''—misallocating resources to one area can weaken the other.</li>
    <li>'''Stacking & Synergy Issues:''' If stacks are '''not optimized''', cards may '''spread thin''', reducing the effectiveness of key engines.</li>
    <li>'''Team Coordination Struggles:''' If one player leans heavily into Fast Game while another plays Longer Game, their strategies may conflict, leading to '''suboptimal synergies'''.</li>
    <li>'''Late-Game Instability:''' This method relies on '''adjustment mid-game,''' and if adaptation isn't handled correctly, the '''wrong strategy might be pursued for too long''' before realizing the need for change.</li></ul>


Great cards: '''Green Energy Transition''' (x2), '''Luxury Consumption Tax''', '''Circular Economy''' (-1 emission)
=== <u>When Cards Shine (or Don’t):</u> ===
*The usefulness of a card often depends on the context. Some cards, for instance, reduce emissions but increase energy demand. These can be very effective if you already have strong energy generation or can easily meet the demand—but without that infrastructure or synergy, they may end up hurting more than helping.
*'''Cards that let you draw additional cards are generally valuable'''. They help build synergy, give you more options, and can often be reused in future rounds. Even spending an extra card to bump a stack from 3 to 4 can be worth it. While these cards are almost always helpful, they’re more supportive than game-changing on their own.
*Then there are the cards that tend to perform well in almost any game. These usually work well even without combos and are often strong enough to keep in play for the entire game. When building a stack around a single card, these are typically the best foundation.


<u>'''6) Social (blue/purple):'''</u> the primary focus for social resilience. Outside of that, it got lots of supports which is pretty nice, many nations start with that symbol. The communities cards let you slowly gain the number of instracture resilence you waint in most game while giving you one energy per turn too.
==== Thoughts on each type of tag's use/usefulness.====
<ol style="
    margin:1em 0;
    padding-inline-start:40px;
">  


Great cards: '''Systemic Risk Planning''' (+2resilience), '''Community Solar''' & '''Community Windken''' (3: +1energy & +1resilence)
    <li style="list-style-type:decimal;">'''<u>Grid:</u>''' every nation starts with a card that lets you gain one energy per power grid you have. If you don't have a good source of energy, keeping the option of having two power grids to produce 2 energy per card discarded is pretty good. You have some cards that add one power grid while doing something else, and they are nice to transition into cards that require 3 power grids. </li>
    <li style="list-style-type:decimal;">'''<u>Energy:</u>''' the worst color in my opinion. There is one good card that lets you remove a building, then a car, then factories, but it requires some social icons (blue/purple). I would recommend you mostly ignore it. </li>
    <li style="list-style-type:decimal;">'''<u>Nuclear:</u>''' most of the nuclear cards are an alternative way to produce energy. Most of them require two nuclear power to be good, so they are more situational. The nuclear project is very expensive for what it does. </li>
    <li style="list-style-type:decimal;"><u>'''Wind/Solar'''</u>  the main source of energy. When you begin the game, it's very nice to have a stack to produce at least 3 energy per card discarded, but you don't have to have that to get good energy generation. Cards that produce energy over time are free, so you don't have to discard cards to generate energy. </li>
    <li style="list-style-type:decimal;"><u>'''Regulation:'''</u> best color in my opinion, the pink project is amazing, and the great cards can remove emissions, add resilience, or draw more cards, and they both synergize really well with that color. </li>
    <li style="list-style-type:decimal;"><u>'''Social:'''</u> the primary focus for social resilience. Outside of that, it has lots of support, which is pretty nice, as many nations start with that tag. The community cards let you slowly gain the number of infrastructure resilience you want in most games while giving you one energy per round too. </li>
    <li style="list-style-type:decimal;"><u>'''Ecology:'''</u> the primary focus for environmental resilience. Many cards can produce one tree per round, which are really good alone on a stack. Contrary to many other colors, it has some ability to reduce emissions that</li> don't make other cards less impactful. I really advise you to build one green stack if you can.
    <li style="list-style-type:decimal;"><u>'''Infrastructure::'''</u> the primary focus for infrastructure resilience. They never shine, but they let you increase some resilience and remove emissions. </li>
    <li style="list-style-type:decimal;"><u>'''Incentive:'''</u> USA starts with a stack that can draw cards depending on your coin, which isn't bad to play around. Outside of that, many cards are pretty cheap and require 2 to 3 gold. So it's not usually something you play around, but in the right circumstance, it can be pretty good. </li>
    <li style="list-style-type:decimal;">'''<u>Innovation:</u>''' the orange stack focuses on two different things: managing the crisis and getting to see new cards. I would not advise that beginners use it, but as you became better at the game, having a stack that lets you see 6 or 9 extra cards every round to find what you need is really powerful. The crisis ones aren't that good in my opinion. </li>
    <li style="list-style-type:decimal;">'''<u>Geoengineering:</u>''' Stratospheric Sulfur is amazing. Cloud Brightening is nice on a stack by itself. Ocean Fertilization requires ecological resilience or a stack of clouds. But overall, it's pretty good. I advise you to get used to other stuff first though.</li>
</ol>


<u>'''7) Ecology (green):'''</u> the primary focus for environment resilience. Many cards can produce one tree per turn, which are really good alone on a stack. Contrary to many others colors, it's some minus emissions without touching to your emissions. That mean by using them, you don't make others cards less impacitful. I really advise you to build one green stack if you can.
'''Example Hand / Round'''


Great cards: '''Tree Farms''' & '''Indigenous People's Tenure''' & '''Wetland Restoration''' (+1/2 trees/seas), '''Forest Restoration''' & '''Peatland Rewetting''' & '''Mangrove Restoration''' (+1tree/sea), '''Pollution Reduction''' & '''Wilderness Protection''' (resilience), '''Soil Education''' (draw)
When looking at my hand, I would use any card that gives me at least 0.6 points:


<u>'''8) Infrastructure (brown):'''</u> the primary focus for infrastructure resilience. They never shine, but they let you increase some resilience and remove emissions which are situationnal.
<nowiki>*</nowiki> +1 point per energy produced I need ''(0.5 point if you lack one energy OR if you lack two and don't have the most dirty energy)''


Great cards: '''Distributed Energy Storage''' (resilience)
<nowiki>*</nowiki> +0.5 per resilience you gain below what you will need next round (less if you don't have much time left, or more if you don't produce much carbon per round)


<u>'''9) Incentive (gray):'''</u> USA start with a stack which can draw depending of your coin which isn't bad to play around. Outside of it, many cards are pretty cheap and require from 2 to 3 gold. So it's not usually something you play around, but in the right circonstance, it can be pretty good.
<nowiki>*</nowiki> +1 point per net carbon removed (i.e.: minus emissions, tree, sea, and (1 energy produced and 1 green dirty energy removed)


'''<u>10) Innovation (orange):</u>''' the orange stack is focus on two differents things: managing the crisis, and getting to see new cards. I would not advise it to beginners, but as you became more good, having a stack to see 6 or 9 extra cards every turn to take what you need is really powerful. The crisis one aren't that good in my opinion.
<nowiki>*</nowiki> global projects


Great cards: '''Clean Energy R+D''' (x5) (dig / need experience)
<nowiki>*</nowiki> same number of points for what you would gain next round


'''<u>11) Geoengeering (white):</u>''' Stratospheric Sulfur is amazing, but it shine mainly during turns 2 & 3: if you manage to reduce the maximum damage of crisis between 0 and 1, having extra crisis is not a big deal. Cloud Brightening is nice solo on a stack. Ocean Fertilization require ecological resilience or a stack of cloud going on. But overall, it's pretty good. I advise you to get used to other stuff first though.
<nowiki>*</nowiki> +0.5 per extra draw next round


Great cards: '''Stratospheric Sulfur''' (x2) (reduce damage / need experience), '''Geoengeering R+D''' (draw)
<nowiki>*</nowiki> for experienced players +0.5 for each choice between 3 cards next round ''(note that doing that can make you gain 1 point this round thanks to the new card and 0.5 next round)''
 
If I don't have any of those, I would ask for help, look at global projects, or find creative ways to make it work (like using two cards to remove one factory every round. That gives 1+0.5 points with my ranking, so +0.75 per card). And if I still find nothing useful, I will keep my cards, hoping for a better round later. Having more cards gives more possibilities too, so it's very unlikely that you won't be able to do anything next round. It could happen if you go for energy (because you don't have a power grid or you covered your first stack, which I would only do for a good reason i.e. it gives you at least +1.5 points for one card or a secondary way to produce energy).
 
Don't hesitate to keep some cards at the end of the round. It's not ideal, but you may have more options to use them on your next round, as you draw 5 extra cards each round.
 
Having -1 energy isn't a big deal. I personally prefer early on to have -1 energy (so +1 star) but -1 emission if I'm sure I will be able to produce energy in my second round.
 
You sometimes have the option to go for a big reduction in energy to be at exactly -1 emission and end the game at the end of the round.
 
If reducing your carbon by 1 or 2 would make you not reach the next threshold, it's usually really good to try to do so. It's similar to making all players gain +1 on all resilience for the round. For that reason, you should try to produce at least -1 emission during the first round.
 
If you only gain 1 house per round, you shouldn't try to force trying to get energy. In the worst case scenario, you should gain 1 star at the end of the second round and 2 more at the end of the third one, which is totally manageable. You have lots of other cards that let you produce energy or remove energy demand. If you are playing USA or have a way to give a card that could produce energy, it's usually better to give it to someone else who gains +2 or +3 energy demand each round.
 
===Symbol Reference Guide / Terminology===
To help reduce jargon, this is a brief guide so players can use CTRL+F to find a term. A full list and visible symbols can be found at daybreak's website (it's on the first page of the downloadable PDF rule book as well).
 
====<u>Card Tag Symbols - (Colorful Circles on the Cards)</u>====
Symbols that appear on cards that are used as part of stacks are referred to as "tags" by the game.
{| class="wikitable sortable mw-collapsible" style="width:auto;" border="2"
|+Pictures of all tag symbols can be found here: https://www.daybreakgame.org/tag-descriptions
!'''Card Tag Term'''
!'''Color'''
!'''Symbol Description'''
!'''# Unique Cards in Deck'''
!'''# Cards in Deck'''
|-
|Grid
|Blue
|☨- Power Grid
|10
|
|-
|Energy
|Green
|🔌- Outlet Plug
|27
|
|-
|Nuclear
|Dark Blue
|⚛️ - Atom
|5
|
|-
|Wind
|Light Blue
|🌀 - Pinwheel
|8
|
|-
|Solar
|Yellow
|🟨⠿⠿ - Grid of Yellow Dots  (Solar Panel)
|8
|
|-
|Regulation
|Pink
|📄 Piece of Paper
|23
|
|-
|Society
|Light Purple
| 🤝 - Two hands gripping
|25
|
|-
|Ecology
|Green
|🌱 - Plant / Sprout with Leaves
|18
|
|-
|Infrastructure
|Brown / Brick Red
|🌉 - Suspension Bridge
|17
|
|-
|Incentive
|Gold
|🥞💰 - Money / Stack of Coins with $
|20
|
|-
|Innovation
|Orange
| 💡 - Lightbulb with light emitting
|11
|
|-
|Geoengineering
|Gray
|☁️🔧 - Wrench in the middle of a cloud
|7
|
|}
 
====<u>Resilience Symbols</u>====
Symbols that are in the shape of a shield are known as resilience's. They are collected per person. They are used as part of local projects and to mitigate crises.
{| class="wikitable sortable mw-collapsible" style="width:auto;" border="2"
|+Pictures of resilience symbols can be found here: https://www.daybreakgame.org/resilience
!'''Resilience Symbol Term'''
!'''Color'''
!'''Shield Description'''
|-
|Social
|Purple
|🛡️ ✊ - Shield with a fist
|-
|Ecological
|Green
|🛡️ 🌿 - Shield with a leaf
|-
|Infrastructure
|Brown / Brick Red
|🛡️❌- Shield with two roads crisscrossed
|-
|Any Type / Wild
|Light Blue
|🛡️ ☀︎- Shield with an Asterisk
|}
 
====<u>Emissions Tokens / Energy</u>====
The following are shaped like rectangles with a symbol inside.
{| class="wikitable sortable mw-collapsible" style="width:auto;" border="2"
|+Pictures of emissions & dirty energy can be found here:  [https://Www.daybreakgame.org/emissions Emissions sources]
!'''<u>Emission Token / Energy Term</u>'''
!'''<u>Color</u>'''
!'''<u>Symbol Description</u>'''
|-
|'''Transportation'''
|Gray
|[🚘] - Car
|-
|'''Industry'''
|Gray
|🏭] - Building with Smokestack
|-
|'''Agriculture'''
| Gray
|🐮 - Cow Head
|-
|'''Buildings'''
| Gray
|🏢 - Office Buildings
|-
|'''Fuel Extraction'''
| Gray
|🗼- Oil Rig
|-
|'''Waste'''
|Gray
|🗑️- Trash Can
|-
|'''Any Type / Wild Emission'''
|Gray
| [☀︎] - Rectangle with Asterisk
|-
|'''Dirty Energy'''
|Gray
| [⚡] - Gray Lightning bolt
|-
|'''Clean Energy'''
|Green
| [⚡] - Green Lightning bolt
|}
 
==== <u>Other common symbols</u>====
{| class="wikitable sortable mw-collapsible style=" border="2" width:auto;" "
|+
!'''<u>Common Symbol Term</u>'''
!'''<u>Color</u>'''
!'''<u>Symbol Description</u>'''
!'''<u>Information</u>'''
|-
|'''Energy Demand'''
| Blue / or Blue with Yellow windows
|🏠 - House (with +/- number)
| Number of energy needed to cover demand; cards will indicate if they are increasing or decreasing energy demand. A decrease means you need less energy that round.
|-
|'''Communities in Crisis / CIC Token'''
|Multicolored
|✿ 🧑‍🤝‍🧑👬🧍 - 5 people holding hands in a pentagon shape. Each person is a different color.
|Bad to have. Obtained by failing to meet energy demand at beginning of round or by a crisis card.
If you have 4-7 communities in crisis, you will draw 1 fewer card each round. If you have 8-11 communities in crisis you will draw 2 fewer cards.
If you obtain more CIC's, you lose and the game ends.
There are cards that remove CIC tokens.
|-
|'''Direct Air Capture'''
| Gray
|⚙️ - Fan symbol
|Similar to Trees and Oceans, Captures (sequesters) emissions to avoid being added to net carbon.. Only visible on BGA if added by a player through a card; will appear next to trees / oceans.
|-
|'''Tree Token'''
|Green
|🌲 - Pine Tree
|Captures (sequesters) emissions to avoid being added to net carbon.
|-
|'''Ocean Token'''
|Blue
|🌊 - Wave of Water
|Captures (sequesters) emissions to avoid being added to net carbon.
|-
|'''Carbon'''
|Grey/ Black Outlines
|🧊 - Grey/Black Cube
|Carbon (to add to net carbon).
|}

Latest revision as of 01:55, 6 June 2025

Symbol Terminology:

Refer to the Symbol Terminology section later in the guide for a list of terms and symbol explanations (tags, resilience, etc.). Use CTRL+F to search for unfamiliar terms.

Finding Card Information:

You can look up card details in two ways:

  1. Click the "?" in the bottom left corner of any card to open its dedicated page on https://daybreakgame.org/explore-cards, which provides an in-depth breakdown.
  2. Hover over a card for a quick description. Tip: You can view "buried/tucked" cards this way, useful when discarding the top layer of a stack..
  3. List of all cards (Fan created) - https://docs.google.com/spreadsheets/d/1vcwCeUuMxzXbT3QUkF4Tk0rTmTtf2SNeACxVuStc0yU

Game End

Winning Conditions

  • Reduce Net Carbon to -1 (visible under the world map).
  • Survive a final crisis round.

Optional Challenge Cards

  • If Global or Local Challenge Cards are active, their conditions must be met for the game to end.
  • If you want a more extended game, consider adding challenge cards (hard or variable).

General Tips

  • Use the chat to communicate so your teammates are on the same page:
  • Understanding Cards

    Card Mechanics

    • The 5 starting local projects cards are fixed based on the country you play as.
    • Discarded global project cards are reshuffled once the deck is depleted. Discarding good cards allows them to be redrawn later by a player when the deck is reshuffled.

    Frequency of Use & Card Retention

    • "Once per round" effects can be triggered both at the end of a round and the beginning of the next.
    • You can keep cards in your hand between rounds, potentially activating them twice before covering them.
    • Cards without "once per round" may be used multiple times, or as many times as resource availability allows.
    • Before ending your round, maximize card effects-limited-use cards display X/X, in the bottom right corner to track usage.
    • Avoid holding onto cards that can't be utilized immediately or in the short-term - they may be better tucked into a stack or discarded to activate a stack..

    Understanding Stacks

    Stack Mechanics

    • There are 5 "Local Projects" stacks (an "easy" challenge card allows for a 6th stack).
    • The top card in each stack is active, utilizing all tags within the stack.
    • Adding a new top card tucks the previous card, making only its tags available.

    Stack Optimization

    • Assign each stack a dedicated function (e.g., Power Generation, Dirty Energy Removal, Card Draw 1, Card Draw 2, Emission Removal)
    • The top card in each stack is active, utilizing all tags within the stack.
    • Adding a new top card tucks the previous card, making only its tags available.
    • Keep similar card tags together enhances synergies.
    • Avoid scattering energy-related cards - as some require matching tags within the stack for activation.
    • Depending on your strategy, you may keep the same card on a stack the entire game, e.g., Persistent Card Draws that have 2-3 cards drawn per round, or a card that one that produces trees every round.

    Advanced Engine Tucking Strategies

    • Most stacks only need to be 2 deep for efficient engine optimization. (e.g., 2 energy per discard, 2 energy removal per discard)
    • Cards can be tucked under a stack to utilize its tags for immediate benefits.
    • Global Projects with tag-triggered benefits only activate when played as the top card.
    • If covering a top card, use its benefits before replacing it.

    Adapting Strategies

    • It is OK to change plans if covering a card helps activate a new card. Sometimes it is beneficial to cover cards in a stack to gain the tags to activate a new card you've received.

    Crises

    • The fast game strategy typically ignores Crises and does not spend cards to mitigate or stop crises from happening.
    • Not all crises are negative; Crises where you can discard cards from the play area can be HELPFUL if you buried a card to use another card's effects
    • Crises to look out for:
    • Crises that penalizes players that have one or more "cows" - Consider removing cows for this reason when removing emissions! Consider removing cows for this reason when removing emissions! Relevant crisis cards: ⭐Deforestation (Also this card) - Remove 1 Tree for each player who has Agriculture Emission tokens.
    • Late Game: There are crises that removes one social resilience for every 2 CIC's you have
    • There are Crises that that removes two dirty energy and triggers again the malus of CIC on energy (so if you are at -2 energy, and it triggers on you, you first gain 2 CIC, and then gain up to 4 CIC, which is a lot).

    .

    Fast Game Strategy

    Aggressively Cut Emissions, Winning by Turn 3

    • Early Emission Cuts are Critical: Reduce 2-3 emissions in turn 1 - more is better. In this strategy stockpiling resilience, combatting/mitigating upcoming crises, oceans and trees generation, and managing Communities in Crisis tokens take a backseat to rapid emission reduction..
    • Global Card Selection - Pick options that don't require tucked cards.
    • Total Emissions to Remove: Aim to cut 14 emissions quickly to win before crisis escalation (20+ emissions needed if delayed).
    • Dirty Electricity Phase-Out Engine: Prioritize phase out immediately, especially for China / Minority World (starting with 8+ dirty emissions). This helps mitigate situations where key cards don't appear early to help with non-energy emissions reductions.
    • Clean Energy Generation: Target 3-4 energy per discard - exceeding this is likely wasteful.
    • Balance Energy Use: If energy goes negative, make sure it’s intentional—only take the hit if it leads to a major emissions cut.
    • Optimized Stack Use (1 Power Generation, 1 Dirty Energy Phase-Out, 2 Card Draw Engines, 1 Non-Dirty Emissions Removal)
    • CIC's Are a Currency: Don't waste resources stopping Communities in Crisis - think of them as expendable resource for the greater goal, where the team is trying to slow down Communities in Crisis instead of eliminating them entirely.
    • Card Use Optimization: Most card's aren't strong on their own - tuck weak cars behind high-impact engines or use them as discards for better combos.
    • Resilience is Low Priority Early: Delay resilience-building until turn 3 or later (only 2-3 total needed, as you are not stopping the accrual of CIC's.
    • Play to your country's strengths - The US / Europe generate less emissions and can focus on building card engines/energy engines to help provide energy generation or extra cards for China / Minority World.

    Fast Game Strategy Risks

    • Crisis Snowballing: Prioritizing emissions reduction over resilience means crisis rounds can escalate quickly. If resilience is too low, a bad dice roll could generate enough Communities in Crisis (CICs) to end the game.
    • Energy Deficits: Overcommitting to emissions cuts may lead to negative energy balance, which results in additional CICs—this can backfire if unchecked.
    • Thermometer Mismanagement: If the temperature rises too fast before you win, additional emission reductions per turn are required just to break even, increasing the total emissions needed.
    • Weak Late-Game Scaling: If you don't win by round 3, crisis events and emissions accumulation can quickly spiral out of control, requiring more cuts than planned.
    • Limited Flexibility: The strategy relies on aggressive execution—if key cards don’t appear early, you may struggle to maintain progress.

    Fast Game - Local Project Cards to Look for - (⭐Best / 🥈Good)

    1.Search the Deck for Cards Engine → Controlled card selection is key.

    • Clean Energy R+D (Starting Card - US, Solo (Draw 5), 3 Copies in Deck - 1 2 3) (Energy, Innovation tags) - Discard 1, draw 3, keep 1.
    • Tip: Stack multiple Clean Energy R+D cards (exhaust the first's actions prior to placing additional Clean Energy R+D on top).

    2. Draw Cards - Emissions Focused

    • 🥈Emissions Technology R+D (China Starting Card - Incentive tag) – Draw 2 per Incentive tag in this card's stack. Add any cards that reduce Emissions from Dirty Energy or other Emissions sources to your hand. Discard the other cards. Use until you find a better card to replace it in the stack.
    • 🥈Luxury Consumption Tax (Regulation tag) – Draw 2 per Regulation tag in this card's stack. Add any cards that reduce Emissions from Dirty Energy or other Emissions sources to your hand. Discard the other cards.

    3. Generate Clean Energy (No Discard) Engines

    • Fourth Generation Nuclear (Nuclear & Energy tags) – +2 Clean Energy tokens for each Nuclear tag in this card's stack. Requirements: At least 1 Regulation tag and 1 Innovation tag in this card's stack. (Once Per Round)
    • Integrated Planning Solar (Solar & Energy tags) – +1 Clean Energy token or each Solar tag in this card's stack. Requirements: Must have at least 2 Grid tags in this card's stack. (Once per round
    • Small Scale Onshore Wind (Wind & Energy tags) – +1 Clean Energy token for each Wind tag in this card's stack. Requirements: Must have at least 2 Grid tags in this card's stack. (Once per round)
    • 🥈Community Wind or 🥈Community Solar (Energy, Society, Wind/Solar tags) – Add Clean Energy & Infrastructure Resilience if you meet the following requirements: +1 Clean Energy (1-2 Society), +1 Clean Energy & +1 Infrastructure resilience (3–4 Society), +2 Clean Energy & +1 Infrastructure resilience (4–5 Regulation) in the stack. (Once Per Round)

    4. Generate Energy (Discard 1) Engines

    • Major Solar Program (Solar, Grid, Energy tags) - Discard 1, +2 Clean Energy tokens for each Solar tag in this card's stack. Requirements: At least 3 Grid tags in this card's stack to take this action.
    • Major Nuclear Program (Nuclear, Grid, Energy tags) - Discard, +2 Clean Energy tokens for each Nuclear tag in this card's stack. Requirements: At least 2 Regulation tags and 1 Society tag in this card's stack to take this action.

    5. Reduce Dirty Energy Engines

    • 🥈Starting Card - Dirty Electricity Phaseout (Majority World - Energy, Europe / US - Incentive, or China / Solo - Regulation tag) - Discard 1, remove 1 Dirty Energy per Energy/Incentive/Regulation tag
    • Drilling & Mining Bans or ⭐Fossil Fuel Nationalization (Regulation & Society or Ecology & Regulation tags) - Discard 1, Remove 2 Dirty Energy per Regulatory Tag
    • 🥈Green Energy Transition (2 copies) (Regulation tag) – Whenever you take an action that adds 2 or more Clean Energy tokens, you may remove 1 Dirty Energy token. (Will trigger multiple times per round.)

    6. Reduce Emissions

    • Circular Economy (Regulation & Society tags) – Remove Emissions (of any kind) & add resiliencies if you meet the following requirements: Remove 1 Emission (2–4 Regulation tags), or remove 1 Emissions token (of any kind) and decrease your Energy Demand by 1 (5+ Regulation tags). (Once per round)

    7. Local Projects to Plant Trees & Oceans → Low impact unless desperate for last emissions cuts

    Fast Game - Local Project Cards Types to Avoid

    • 🚫Gain Resilience→ Not needed - Resilience-building should be delayed in this strategy.
    • 🚫Remove Communities In Crisis Tokens → Not avoiding CIC's - utilized as a resource to manage.
    • 🚫Reduce Damage → Not needed unless the game drags on.
    • 🚫Green Investment Bank (Innovation tag) – Draw cards if you meet the following requirements: Draw 1 (2–3 Innovation), Draw 2 (4–5 Innovation), Draw 3 (6+ Innovation) in the stack. Issue: Competes with Clean Energy R+D for use of Innovation tags; if possible, consider sandwiching between Clean Energy R+D cards.

    Longer Game Strategy

    Resilience-Based Approach, Win After Turn 3

    • Slow & Steady Progression: Build energy generation, maintaining positive energy balance.
    • Leveraging Card Draw: More cards in play strengthen late-game synergies.
    • Survivability Focus: Resilience-building ensures long-term crisis management.
    • Reduce some Emissions Early: Even in this strategy, cutting at least 1-2 emissions in turn 1 is equivalent to having cut 5-10 emissions in turn 5, thereby preventing thermometer escalation.
    • Optimize Crisis Management: Avoid wasting cards solely on resilience - use only necessary resilience while keeping emissions reduction in mind.

    Longer Game Strategy Risks

    • Slow Start: Since this approach delays aggressive emissions cuts, the thermometer may rise early, increasing the total emissions needed to win.
    • Energy Maintenance vs Overbuilding: Don’t over-prioritize energy generation at the cost of missing emissions cuts.
    • Wasted Cards: Over-investing in crisis mitigation may use cards that could have been spent cutting emissions directly, making victory harder.
    • Energy Efficiency Trade-offs: While maintaining positive energy balances is useful, sacrificing too many plays for resilience can slow down emissions reduction.
    • Crisis Overconfidence: While resilience helps mitigate crisis effects, it doesn’t directly contribute to winning—focusing too much on it can lead to endgame stalls where CIC accumulation limits options.
    • Look Ahead: If crisis events start piling up, check for opportunities to flip back to emissions reduction mode rather than playing too defensively.

    Longer Game Best Local Project Cards to Look For

    1.Search the Deck for Cards Engine → Controlled card selection is key.
    • Clean Energy R+D (Starting Card - US, Solo (Draw 5), 3 Copies in Deck - 1 2 3) (Energy, Innovation tags) - Discard 1, draw 3, keep 1.
    • Tip: Stack multiple Clean Energy R+D cards (exhaust the first's actions prior to placing additional Clean Energy R+D on top).

    2. Local Projects to Draw Cards → Sustained card advantage helps adaptation

    Draw Tag Specific Cards – Once per round, draw cards from the top of the deck and keep all cards of a certain tag. Discard the others. Once per round.

    • Energy Infrastructure R+D (Grid & Energy tags) – Draw 7 – Add all Grid and/or Innovation tag cards to your hand.
    • Nuclear R+D (Nuclear & Energy tags) – Draw 9 – Add all Nuclear and/or Innovation tag cards to your hand.
    • Solar R+D (Solar & Energy tags) – Draw 8 – Add all Solar and/or Innovation tag cards to your hand.
    • Wind R+D (Wind & Energy tags) – Draw 8 – Add all Wind and/or Innovation tag cards to your hand.
    • Geoengineering R+D (Geoengineering tag) – Draw 8 – Add all Geoengineering and/or Innovation tag cards to your hand.
    • Soil Education (Ecology tag) – Draw 8 – Add all Ecology and/or Innovation tag cards to your hand.

    Draw One, Two or Three Cards – Based on Tag Requirements in the StackOnce per round.

    • Green Quantitative Easing (Incentive tag) – Draw cards if you meet the following requirements: Draw 1 (2–3 Regulation), Draw 2 (4–5 Regulation), Draw 3 (6+ Regulation) in the stack.
    • Fossil Fuel Subsidies Ban (Regulation tag) – Draw cards if you meet the following requirements: Draw 1 (2–3 Regulation), Draw 2 (4–5 Regulation), Draw 3 (6+ Regulation) in the stack.
    • Clean Energy Investments (Energy tag) – Draw cards if you meet the following requirements: Draw 1 (2–3 Energy tags), Draw 2 (4–5 Energy tags), Draw 3 (6+ Energy tags) in the stack. Competes with stacks that have Energy tags (typically stacks to gain Clean Energy).

    3. Generate Clean Energy (No Discard) Engines → Consistent scaling is key.

    • Fourth Generation Nuclear (Nuclear & Energy tags) – Add 2 Clean Energy tokens for each Nuclear tag in this card's stack. Requirements: At least 1 Regulation tag and 1 Innovation tag in this card's stack. (Once Per Round)
    • Integrated Planning Solar (Solar & Energy tags) – +1 Clean Energy token for each Solar tag in this card's stack. Requirements: Must have at least 2 Grid tags in this card's stack. (Once per round)
    • Small Scale Onshore Wind (Wind & Energy tags) – +1 Clean Energy token for each Wind tag in this card's stack. Requirements: Must have at least 2 Grid tags in this card's stack. (Once per round)
    • Community Wind or ⭐Community Solar (Energy, Society, Wind/Solar tags) – Add Clean Energy & Infrastructure Resilience if you meet the following requirements: 1 Clean Energy (1-2 Society), 1 Clean Energy & 1 Infrastructure resilience (3–4 Society), 2 Clean Energy & 1 Infrastructure resilience (4–5 Regulation) in the stack. (Once Per Round)

    4. Local Projects that Reduce Emissions / Dirty Energy / Energy Demand → Needed but gradual.

    • Circular Economy (Regulation & Society tags) – Remove Emissions (of any kind) & add resiliencies if you meet the following requirements: Remove 1 Emission (2–4 Regulation tags), or remove 1 Emissions token (of any kind) and decrease your Energy Demand by 1 (5+ Regulation tags). (Once per round)
    • Green Energy Transition (Regulation tag) – Whenever you take an action that adds 2 or more Clean Energy tokens, you may remove 1 Dirty Energy token. (Note: There is no benefit to having more than 2, but you can trigger this multiple times per round.)

    5. Local Projects to Gain Resilience → Vital for long-term survival.

    Plus 2 Resilience – Once per round – no requirements.

    Gain resilience based on number of tags in a stack.

    • Special Drawing Rights (Regulation tags) – Give any type of resilience to 1 player of your choice if you meet the following requirements: 1 resilience (2–3 Regulation), 2 resilience (4–5 Regulation), 3 resilience (6+ Regulation) in the stack.
    • Wilderness Protection (Ecology tag) – +1 Ecological Resilience token per Ecology tag in the stack.

    Gain Energy + Resilience

    • Community Wind or ⭐Community Solar (Energy, Society, Wind/Solar tags) – Add Clean Energy & Infrastructure Resilience if you meet the following requirements: 1 Clean Energy (1-2 Society), 1 Clean Energy & 1 Infrastructure resilience (3–4 Society), 2 Clean Energy & 1 Infrastructure resilience (4–5 Regulation) in the stack. (Once Per Round)

    6. Local Projects to Remove Communities In Crisis Tokens → Vital for game longevity.

    • Scale Up Recovery Support (Society tag) – Remove Community in Crisis Tokens from any 1 player if you meet the following requirements: Remove 1 CIC (2–3 Society tags), or Remove 2 CIC's (4+ Society tags). (Once per round)

    7. Local Projects to Plant Trees & Oceans → Supports long-term emissions control

    Gain Trees/Oceans based on number of tags in a stack

    • Tree Farms or ⭐Indigenous People's Tenure (Ecology & Regulation/Society Tags) – Add Trees if you meet the following requirements: 1 Tree Token (3-4 Ecology), or Add 2 Trees (5+ Ecology) in the stack. (Once per Round)
    • Wetland Restoration (Incentive & Ecology Tags) – Add Oceans if you meet the following requirements: 1 Ocean (3-4 Ecology), or Add 2 Oceans (5+ Ecology) in the stack. (Once per Round)

    Gain 1 Tree/Ocean – Once per round – no requirements

    8. Local Projects to Reduce Damage → Viable for mid to late game temperature mitigation - (Always confirm with team before using).

    • Stratospheric Sulfur - (Geoengineering tag) - Roll the Geoengineering die and +1 to the result for each Geoengineering tag in this card's stack. The following occur based on the sum of the Geoengineering tags in the stack + the roll of the geoengineering die: remove 1 Temperature Band and draw 2 additional unknown Crisis cards.(2-4 sum total), remove 1 Temperature Bands and draw 1 additional unknown Crisis card. (5-6 sum total), If the sum is 7 or more, remove 2 Temperature Bands. Important! This is a temporary effect. Return the Temperature Bands to the Thermometer at the end of the round (after increasing Energy Demand). (Once Per Round) . Risks: With minimal resilience, having additional unknown crisis cards picked can tank the game.

    Hybrid Strategy

    Balanced Adaptability- Cut Emissions while Producing Clean Energy & Boosting Resilience in Key Moments

    • Adaptability Is Key: The ideal strategy adjusts based on available cards.
    • Balance Emissions & Resilience Proactively - Emissions Reduction First, Then Resilience: Reducing emissions early prevents crisis snowballing - resilience matters only once emissions are controlled. Begin with aggressive emissions reduction, then gradually pivot into resilience after turn 2-3.
    • Stacking Strategy Matters: Ensure key stacks (power generation, draw engines, dirty phase-out) are well-built early so resilience doesn’t take away critical card slots.
    • Keep a Thermometer Check: If rising temperature is forcing extra emission reductions, speed up the game or pivot to resilience strategies.
    • Plan for Turn 3-5: If winning by turn 3 isn't realistic, have a backup plan for emissions cuts in rounds 4-5 without losing too much momentum.
    • Strategic Card Selection: Card draw accelerates better choices (use Clean Energy R&D for quick deck cycling).
    • When no direct emission-reduction cards are available, invest in resilience, trees, or ocean tokens.
    • Avoid Split Strategies Between Players: Having one player rush emissions and another focus on resilience creates imbalances. Coordinate an adaptable approach.
    • Monitor Thermometer Trends: If temperature is rising too fast, shift gears earlier—don’t assume it’ll stabilize naturally.

    Hybrid Strategy Risks

    • Balance Challenges: Striking a balance between emissions reduction and resilience-building requires constant adaptation—misallocating resources to one area can weaken the other.
    • Stacking & Synergy Issues: If stacks are not optimized, cards may spread thin, reducing the effectiveness of key engines.
    • Team Coordination Struggles: If one player leans heavily into Fast Game while another plays Longer Game, their strategies may conflict, leading to suboptimal synergies.
    • Late-Game Instability: This method relies on adjustment mid-game, and if adaptation isn't handled correctly, the wrong strategy might be pursued for too long before realizing the need for change.

    When Cards Shine (or Don’t):

    • The usefulness of a card often depends on the context. Some cards, for instance, reduce emissions but increase energy demand. These can be very effective if you already have strong energy generation or can easily meet the demand—but without that infrastructure or synergy, they may end up hurting more than helping.
    • Cards that let you draw additional cards are generally valuable. They help build synergy, give you more options, and can often be reused in future rounds. Even spending an extra card to bump a stack from 3 to 4 can be worth it. While these cards are almost always helpful, they’re more supportive than game-changing on their own.
    • Then there are the cards that tend to perform well in almost any game. These usually work well even without combos and are often strong enough to keep in play for the entire game. When building a stack around a single card, these are typically the best foundation.

    Thoughts on each type of tag's use/usefulness.

    1. Grid: every nation starts with a card that lets you gain one energy per power grid you have. If you don't have a good source of energy, keeping the option of having two power grids to produce 2 energy per card discarded is pretty good. You have some cards that add one power grid while doing something else, and they are nice to transition into cards that require 3 power grids.
    2. Energy: the worst color in my opinion. There is one good card that lets you remove a building, then a car, then factories, but it requires some social icons (blue/purple). I would recommend you mostly ignore it.
    3. Nuclear: most of the nuclear cards are an alternative way to produce energy. Most of them require two nuclear power to be good, so they are more situational. The nuclear project is very expensive for what it does.
    4. Wind/Solar the main source of energy. When you begin the game, it's very nice to have a stack to produce at least 3 energy per card discarded, but you don't have to have that to get good energy generation. Cards that produce energy over time are free, so you don't have to discard cards to generate energy.
    5. Regulation: best color in my opinion, the pink project is amazing, and the great cards can remove emissions, add resilience, or draw more cards, and they both synergize really well with that color.
    6. Social: the primary focus for social resilience. Outside of that, it has lots of support, which is pretty nice, as many nations start with that tag. The community cards let you slowly gain the number of infrastructure resilience you want in most games while giving you one energy per round too.
    7. Ecology: the primary focus for environmental resilience. Many cards can produce one tree per round, which are really good alone on a stack. Contrary to many other colors, it has some ability to reduce emissions that
    8. don't make other cards less impactful. I really advise you to build one green stack if you can.
    9. Infrastructure:: the primary focus for infrastructure resilience. They never shine, but they let you increase some resilience and remove emissions.
    10. Incentive: USA starts with a stack that can draw cards depending on your coin, which isn't bad to play around. Outside of that, many cards are pretty cheap and require 2 to 3 gold. So it's not usually something you play around, but in the right circumstance, it can be pretty good.
    11. Innovation: the orange stack focuses on two different things: managing the crisis and getting to see new cards. I would not advise that beginners use it, but as you became better at the game, having a stack that lets you see 6 or 9 extra cards every round to find what you need is really powerful. The crisis ones aren't that good in my opinion.
    12. Geoengineering: Stratospheric Sulfur is amazing. Cloud Brightening is nice on a stack by itself. Ocean Fertilization requires ecological resilience or a stack of clouds. But overall, it's pretty good. I advise you to get used to other stuff first though.

    Example Hand / Round

    When looking at my hand, I would use any card that gives me at least 0.6 points:

    * +1 point per energy produced I need (0.5 point if you lack one energy OR if you lack two and don't have the most dirty energy)

    * +0.5 per resilience you gain below what you will need next round (less if you don't have much time left, or more if you don't produce much carbon per round)

    * +1 point per net carbon removed (i.e.: minus emissions, tree, sea, and (1 energy produced and 1 green dirty energy removed)

    * global projects

    * same number of points for what you would gain next round

    * +0.5 per extra draw next round

    * for experienced players +0.5 for each choice between 3 cards next round (note that doing that can make you gain 1 point this round thanks to the new card and 0.5 next round)

    If I don't have any of those, I would ask for help, look at global projects, or find creative ways to make it work (like using two cards to remove one factory every round. That gives 1+0.5 points with my ranking, so +0.75 per card). And if I still find nothing useful, I will keep my cards, hoping for a better round later. Having more cards gives more possibilities too, so it's very unlikely that you won't be able to do anything next round. It could happen if you go for energy (because you don't have a power grid or you covered your first stack, which I would only do for a good reason i.e. it gives you at least +1.5 points for one card or a secondary way to produce energy).

    Don't hesitate to keep some cards at the end of the round. It's not ideal, but you may have more options to use them on your next round, as you draw 5 extra cards each round.

    Having -1 energy isn't a big deal. I personally prefer early on to have -1 energy (so +1 star) but -1 emission if I'm sure I will be able to produce energy in my second round.

    You sometimes have the option to go for a big reduction in energy to be at exactly -1 emission and end the game at the end of the round.

    If reducing your carbon by 1 or 2 would make you not reach the next threshold, it's usually really good to try to do so. It's similar to making all players gain +1 on all resilience for the round. For that reason, you should try to produce at least -1 emission during the first round.

    If you only gain 1 house per round, you shouldn't try to force trying to get energy. In the worst case scenario, you should gain 1 star at the end of the second round and 2 more at the end of the third one, which is totally manageable. You have lots of other cards that let you produce energy or remove energy demand. If you are playing USA or have a way to give a card that could produce energy, it's usually better to give it to someone else who gains +2 or +3 energy demand each round.

    Symbol Reference Guide / Terminology

    To help reduce jargon, this is a brief guide so players can use CTRL+F to find a term. A full list and visible symbols can be found at daybreak's website (it's on the first page of the downloadable PDF rule book as well).

    Card Tag Symbols - (Colorful Circles on the Cards)

    Symbols that appear on cards that are used as part of stacks are referred to as "tags" by the game.

    Pictures of all tag symbols can be found here: https://www.daybreakgame.org/tag-descriptions
    Card Tag Term Color Symbol Description # Unique Cards in Deck # Cards in Deck
    Grid Blue ☨- Power Grid 10
    Energy Green 🔌- Outlet Plug 27
    Nuclear Dark Blue ⚛️ - Atom 5
    Wind Light Blue 🌀 - Pinwheel 8
    Solar Yellow 🟨⠿⠿ - Grid of Yellow Dots (Solar Panel) 8
    Regulation Pink 📄 Piece of Paper 23
    Society Light Purple 🤝 - Two hands gripping 25
    Ecology Green 🌱 - Plant / Sprout with Leaves 18
    Infrastructure Brown / Brick Red 🌉 - Suspension Bridge 17
    Incentive Gold 🥞💰 - Money / Stack of Coins with $ 20
    Innovation Orange 💡 - Lightbulb with light emitting 11
    Geoengineering Gray ☁️🔧 - Wrench in the middle of a cloud 7

    Resilience Symbols

    Symbols that are in the shape of a shield are known as resilience's. They are collected per person. They are used as part of local projects and to mitigate crises.

    Pictures of resilience symbols can be found here: https://www.daybreakgame.org/resilience
    Resilience Symbol Term Color Shield Description
    Social Purple 🛡️ ✊ - Shield with a fist
    Ecological Green 🛡️ 🌿 - Shield with a leaf
    Infrastructure Brown / Brick Red 🛡️❌- Shield with two roads crisscrossed
    Any Type / Wild Light Blue 🛡️ ☀︎- Shield with an Asterisk

    Emissions Tokens / Energy

    The following are shaped like rectangles with a symbol inside.

    Pictures of emissions & dirty energy can be found here: Emissions sources
    Emission Token / Energy Term Color Symbol Description
    Transportation Gray [🚘] - Car
    Industry Gray 🏭] - Building with Smokestack
    Agriculture Gray 🐮 - Cow Head
    Buildings Gray 🏢 - Office Buildings
    Fuel Extraction Gray 🗼- Oil Rig
    Waste Gray 🗑️- Trash Can
    Any Type / Wild Emission Gray [☀︎] - Rectangle with Asterisk
    Dirty Energy Gray [⚡] - Gray Lightning bolt
    Clean Energy Green [⚡] - Green Lightning bolt

    Other common symbols

    Common Symbol Term Color Symbol Description Information
    Energy Demand Blue / or Blue with Yellow windows 🏠 - House (with +/- number) Number of energy needed to cover demand; cards will indicate if they are increasing or decreasing energy demand. A decrease means you need less energy that round.
    Communities in Crisis / CIC Token Multicolored ✿ 🧑‍🤝‍🧑👬🧍 - 5 people holding hands in a pentagon shape. Each person is a different color. Bad to have. Obtained by failing to meet energy demand at beginning of round or by a crisis card.

    If you have 4-7 communities in crisis, you will draw 1 fewer card each round. If you have 8-11 communities in crisis you will draw 2 fewer cards. If you obtain more CIC's, you lose and the game ends. There are cards that remove CIC tokens.

    Direct Air Capture Gray ⚙️ - Fan symbol Similar to Trees and Oceans, Captures (sequesters) emissions to avoid being added to net carbon.. Only visible on BGA if added by a player through a card; will appear next to trees / oceans.
    Tree Token Green 🌲 - Pine Tree Captures (sequesters) emissions to avoid being added to net carbon.
    Ocean Token Blue 🌊 - Wave of Water Captures (sequesters) emissions to avoid being added to net carbon.
    Carbon Grey/ Black Outlines 🧊 - Grey/Black Cube Carbon (to add to net carbon).