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Tips daybreak
You want first to do something with all your 5 stacks. Having a card which add +2 social resilience, if it's used at the end of a turn, you can use it again next turn. Which is already +4 so already enough in most games. Having one stack with one tree per turn can be keeped the whole game if you don't need that stack.
Oten play cards above your stacks. Synergy are great, but playing a card under a stack lost is immediate value.
This game is pretty well balanced. You got many differents main options:
- 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
- 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
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.
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.
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.
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).
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.
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.
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.
(For an example of an high resilience late game nearly always controlled, you can check this solo game where I got control of events all the time: https://boardgamearena.com/gamereview?table=432209712 . One of the challenge drawing one more event each turn increase the benefice of that strategy)
Color specificity:
1) Power grid (blue): 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.
2) Electric plug (green): 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 hand (blue/purple). I would recommand to mostly ignore it.
3) Nuclear (blue): most of the nuclear cards are an alternative to produce energy. If you have the nuclear card which produce 2 energy per turn with one paper (pink) and hand (blue/purple), it's a pretty good one to put online early on. Others one would require two nuclear to be good, so they are more situationnal. The nuclear project is very expensive for what it does.
4) Wind/Solar panel (light blue/yellow): 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.
5) Paper (pink): 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.
6) Hand (blue/purple): the primary focus for social resilience. Outside of that, it got lots of supports which is pretty nice, many nations start with that symbol. You got a card which with 3 hands will generate one energy and add one infrastructure (brown) resilience which is really nice to have on a board with few energy. Or to cycle to gain +2 energy & +1 resilience, sometimes doubled.
7) Tree (green): the primary focus for environment resilience. Many cards can produce one tree per turn, which are really good alone on a stack. Some others cards give you +1 tree if you have 3tree, and +2 if you have 5, which is nice to have minus emissions over time. I really sugest you to build one green stack if you can.
8) Bridge (brown): the primary focus for infrastructure resilience. Pretty underwhelming, since most of the good cards will just add resilience.
9) Coin (gray): 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.
10) Light bulb (orange): 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.
11) Cloud (white): while few of them work nicely solo, if you can manage to get a stack going, it will do the job. I'm still not amazed by it, but if you never play with it, try to play more the general cards, and when you got two, all the differents cards.