This is a documentation for Board Game Arena: play board games online !
Gamehelpdaybreak
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
The following stage headings below are followed each round. See each section for what that stage includes.
Global Stage
Draw a number of new crisis cards equal to the number on the Thermometer (The first one is face up, the other cards are face down.)
Draw 2 Global Project cards, pick one as a group to keep and discard the other. There can only be 4 available Global Projects, so if you already have 4 Global Projects, discard down to 4.
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 as below. Note 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.)
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 top ability in a stack. Note you can use a project's action, cover the old project with a new one, then use the new project's action in the same turn. You may use a the top action in the Local Stage as many times as you can (up to limits on the card). Note you can even do other actions and come back to use a previously used action.
Support a Card
You can tuck a card behind an existing project to simply contributes its symbols. This can be used on Local, Global, and/or Crisis cards. On Local cards, it may make the action stronger. On Global cards, it helps unlock the ability. On Crisis cards, it will slowly weaken the effect.
Emissions Stage
Check energy demand and emissions
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.
Check for Drawdown
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 one, take a Community in Crisis token instead.
When adding Community in Crisis tokens, add them left to right, top to bottom. A player with 4 or more will draw 1 fewer Local Card, and a player with 8 or more 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)