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These rules are just a summary -- consult the rules for details
==Overview==


== Start of game ==
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.
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.
==Start of game==


== Stages in a Round ==
Players each start as a particular region/faction, each with their own starting values and starting projects. During the game, players can strengthen their projects by adding/stacking cards on their projects.
=== Global Stage (round setup) ===


Players pick a global project to work on that round, as well as view one of the crisis cards for that round
The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or taking too many rounds can cause game loss.


=== Local Stage (playing cards) ===
==Stages in a Round==
The following stage headings below are followed each round. See each section for what that stage includes.


Each player draws 5 cards to use during this stage, though this number can be raised or lowered through other effects. Players can take actions at the same time, and each player can use their cards in a few ways:
== Global Stage ==
Draw new crisis cards, putting one face up and others face down. The amount of crises is determined by the current level on the Thermometer.


# Play a card over a current project, replacing the project. The old project's tags are contributed to the new project -- so for example, you may want to play a money project over another money project.
Draw 2 Global Project cards, pick one as a group to keep, and discard the other. If there's already 4 Global Projects out, then discard down to 4 as well.
# Tuck a card under a current project, adding the card's tag to the current project
# Tuck a card under any global project to activate its effect for the rest of the game
# Tuck a card under the revealed crisis to weaken it
# Use the card later when activating a project's ability


Also some project cards can be activated -- possibly multiple times unless it mentions otherwise.
== Local Stage ==
Each player draws 5 cards and reveals them. Players take actions at the same time, using these cards to interact with their card stacks in a few ways.  


=== Emissions (check emissions) ===
==== Start a Local Project ====
This action allows you to play a new card on top of a pre-existing stack. When this happens, the ability of the old card is no longer available, but its symbols remain. (You don't have to meet a card's requirements to play the card, only use to its action.)


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.
==== Take a Local Action ====
This allows you to use the top ability in a stack. Some cards become stronger the more of a particular symbol is in their stack, and some cards require certain symbols to be in the card's stack in order to use it.


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.
You may use the top action in the Local Stage as many times as you can, even coming back to it later, up to limits on the card. (The game will track this for you, using carbon cubes.)


Then adjust the thermometer based on whatever emission cubes were added or removed.
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. This allows you to take several actions in one turn with the same stack.


=== Crisis (negative impacts) ===
==== Support a Card ====
You can tuck a card behind an existing project to simply contribute 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 reduce or cancel the effect.


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.
== Emissions Stage ==


=== Growth (end of round) ===
==== Check energy demand and add emissions ====
First, if any player's Energy Demand is more than their Total Energy count (Clean + Dirty), they must take Community in Crisis Tokens equal to the difference.


If you had achieved the emissions milestone earlier (drawdown) then you win!
Then, each player adds Carbon cubes to the Recent Emissions area equal to their Dirty Energy + Emissions. (This is unaffected by meeting or failing to meet your Energy Demand.) You must count all of your Dirty Energy tokens each round, even if you can meet your demand more efficiently with Clean Energy tokens.
If not, each faction increases its power output (1 to 3, depending on faction)


== End of game ==
==== '''Sequester carbon''' ====
Remove Carbon cubes from the Recent Emissions area based on the value of Trees, Oceans, and Direct Air Capture (DAC) tokens on the central board. (DAC tokens are added by certain cards and function exactly like Trees and Oceans in sequestering Carbon.) This is Carbon that was successfully sequestered and will not lead to rising temperatures.


Everyone wins during Growth, if reaching the emissions milestone during Emissions
==== Check for Drawdown ====
After you Sequester Carbon, if you have 0 Carbon cubes in the Recent Emissions area, and there is remaining unused value in your Trees, Oceans, and/or DAC tokens, you have reached an important milestone: '''Drawdown!'''


Everyone loses if any of the following:
Continue sequestering Carbon onto the board, but instead of taking cubes from the Recent Emissions area, take them from the Thermometer, breaking Temperature Bands into Carbon cubes as needed. (Removing these cubes may help you survive the Crisis stage later this round.)
# Too many temperature bands are filled in (too many emissions)
 
# Any player has 12 communities in crisis
If you trigger Drawdown, you only need to survive one final Crisis stage, and then you win!
# Players haven't won by turn 6
 
==== '''If you did not trigger Drawdown, adjust temperature''' ====
If Drawdown did not trigger, add any remaining Carbon cubes to the thermometer. The Thermometer is filled bottom to top, left to right -- one column per player (for example, in a 3 player game, the rightmost space in 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 dice rolls, more hazards, and possibly stronger crisis effects. (If you complete a row which has more Crisis cards, add a new face down Crisis card to be resolved.)
 
==Crisis Stage==
 
==== Planetary Die ====
Roll the Planetary Die once per temperature band, and resolve the dice roll by adding a token to the corresponding row. If this token goes on a tipping point (or the row is already full), an additional hazard occurs:
 
*• Change in Major Weather Systems: Draw 2 more Crisis Cards to reveal
*• 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
 
==== Crisis Cards ====
Resolve all Crisis cards in order. Examples of Crisis effects: 
 
*• All players must discard one card per temperature band (reduced by resilience)
*• All players gain 1 community in crisis per temperature band (reduced by resilience)
*• All players lose 1 social resilience
*• The player with the most pink symbols must discard two cards with them
*• Passive: Players may not remove dirty energy (tuck to remove this)
*• Passive: No crisis cards may be revealed/forecast (tuck to remove this)
 
====Resolving Crisis Effects====
Resilience can be gained through individual local projects. Note each person reduces the crisis effect individually according to their own resilience. Resilience level is not used up when decreasing a crisis's effect. 
 
If you need to lose a card, token, resilience, 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 achieved Drawdown earlier and didn't lose during the Crisis stage, 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)

Latest revision as of 22:52, 19 December 2023

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, each with their own starting values and starting projects. During the game, players can strengthen their projects by adding/stacking cards on their projects.

The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or taking 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 new crisis cards, putting one face up and others face down. The amount of crises is determined by the current level on the Thermometer.

Draw 2 Global Project cards, pick one as a group to keep, and discard the other. If there's already 4 Global Projects out, then discard down to 4 as well.

Local Stage

Each player draws 5 cards and reveals them. Players take actions at the same time, using these cards to interact with their card stacks in a few ways.

Start a Local Project

This action allows you to play a new card on top of a pre-existing stack. When this happens, the ability of the old card is no longer available, but its symbols remain. (You don't have to meet a card's requirements to play the card, only use to its action.)

Take a Local Action

This allows you to use the top ability in a stack. Some cards become stronger the more of a particular symbol is in their stack, and some cards require certain symbols to be in the card's stack in order to use it.

You may use the top action in the Local Stage as many times as you can, even coming back to it later, up to limits on the card. (The game will track this for you, using carbon cubes.)

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. This allows you to take several actions in one turn with the same stack.

Support a Card

You can tuck a card behind an existing project to simply contribute 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 reduce or cancel the effect.

Emissions Stage

Check energy demand and add emissions

First, if any player's Energy Demand is more than their Total Energy count (Clean + Dirty), they must take Community in Crisis Tokens equal to the difference.

Then, each player adds Carbon cubes to the Recent Emissions area equal to their Dirty Energy + Emissions. (This is unaffected by meeting or failing to meet your Energy Demand.) You must count all of your Dirty Energy tokens each round, even if you can meet your demand more efficiently with Clean Energy tokens.

Sequester carbon

Remove Carbon cubes from the Recent Emissions area based on the value of Trees, Oceans, and Direct Air Capture (DAC) tokens on the central board. (DAC tokens are added by certain cards and function exactly like Trees and Oceans in sequestering Carbon.) This is Carbon that was successfully sequestered and will not lead to rising temperatures.

Check for Drawdown

After you Sequester Carbon, if you have 0 Carbon cubes in the Recent Emissions area, and there is remaining unused value in your Trees, Oceans, and/or DAC tokens, you have reached an important milestone: Drawdown!

Continue sequestering Carbon onto the board, but instead of taking cubes from the Recent Emissions area, take them from the Thermometer, breaking Temperature Bands into Carbon cubes as needed. (Removing these cubes may help you survive the Crisis stage later this round.)

If you trigger Drawdown, you only need to survive one final Crisis stage, and then you win!

If you did not trigger Drawdown, adjust temperature

If Drawdown did not trigger, add any remaining Carbon cubes to the thermometer. The Thermometer is filled bottom to top, left to right -- one column per player (for example, in a 3 player game, the rightmost space in 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 dice rolls, more hazards, and possibly stronger crisis effects. (If you complete a row which has more Crisis cards, add a new face down Crisis card to be resolved.)

Crisis Stage

Planetary Die

Roll the Planetary Die once per temperature band, and resolve the dice roll by adding a token to the corresponding row. If this token goes on a tipping point (or the row is already full), an additional hazard occurs:

  • • Change in Major Weather Systems: Draw 2 more Crisis Cards to reveal
  • • 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

Crisis Cards

Resolve all Crisis cards in order. Examples of Crisis effects:

  • • All players must discard one card per temperature band (reduced by resilience)
  • • All players gain 1 community in crisis per temperature band (reduced by resilience)
  • • All players lose 1 social resilience
  • • The player with the most pink symbols must discard two cards with them
  • • Passive: Players may not remove dirty energy (tuck to remove this)
  • • Passive: No crisis cards may be revealed/forecast (tuck to remove this)

Resolving Crisis Effects

Resilience can be gained through individual local projects. Note each person reduces the crisis effect individually according to their own resilience. Resilience level is not used up when decreasing a crisis's effect.

If you need to lose a card, token, resilience, 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 achieved Drawdown earlier and didn't lose during the Crisis stage, 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)