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Gamehelpdaybreak
Overview
This is a co-operative game
Start of game
Players each start as a particular region/faction, with their own starting projects and other values.
The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or too many rounds can cause game loss.
Stages in a Round
Global Stage
Local Stage
Emissions Stage
Crisis Stage
Growth Stage
Global Stage
Draw a number of new crisis cards equal to the number on the Thermometer
The first one is face up, the other required cards are placed face down unseen
Draw 2 Global Project cards, pick one as a group to keep and discard the other
The Global Project area can only hold 4 active projects, so if you have 4 when you draw the new one you must discard an old one of the group's choice even if it has some progress on it
Local Stage
Each player draws 5 cards, these are public knowledge. Players can take actions at the same time, and each player can use their cards in a few ways:
Start a Local Project
This action allows you to play a new card on top of a pre-existing stack (you start with 5 stacks with one starter card in each). When this happens, the ability of the old card is no longer available, but its symbols remain
Take a Local Action
This allows you to use the ability of the most visible card in a stack. If you take this action first BEFORE Start a Local Project on the same stack, you can use an action, cover it with a new one, then use the new action. In addition, whilst still visible, a card's action can be used as many times in the Local Stage as you wish and are able to, and you can even do other actions and come back and do the same action again later.
Support a Card
This final type of action has you tucking a card behind another card, this will cover the new card's action but provide you with its symbols. This is the only action which can be used on Local, Global, &/or Crisis cards. On Local cards, it may make an action stronger. On Global cards, it can slowly unlock the ability until it's fully available and an Active token can be placed on it as a reminder. On Crisis cards, it will slowly weaken it until it is less of a threat.
Carbon Cubes
These have no effect, but help to track the uses of a limited use effect across the phase, e.g. maybe you can only use it 3 times
Also some project cards can be activated -- possibly multiple times unless it mentions otherwise.
Emissions (check emissions)
Any players that don't have enough power add a "community in crisis" token to their board at this time. Players also calculate how many total emissions are added, by adding their base emissions to their dirty energy amount.
Note you also check to see if this triggers the final round if you still have room remaining after sequestering all cubes. If you reach this milestone (drawdown), continue through Crisis to see if you survive, and then end the round at Growth.
Then adjust the thermometer based on whatever emission cubes were added or removed.
Crisis (negative impacts)
Reveal all crisis cards and trigger their effects. If a crisis only affects one player, choose randomly among eligible players. Note some crisis cards can be weakened by tucked cards or resistance.
Growth (end of round)
If you had achieved the emissions milestone earlier (drawdown) then you win! If not, each faction increases its power output (1 to 3, depending on faction)
End of game
Everyone wins during Growth, if reaching the emissions milestone during Emissions
Everyone loses if any of the following:
- Too many temperature bands are filled in (too many emissions)
- Any player has 12 communities in crisis
- Players haven't won by turn 6