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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)