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===Overview===
==Overview==


This is a co-operative game in which the players collectively need to win within 6 rounds or less
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==


===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.


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 taking too many rounds can cause game loss.


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 new crisis cards, putting one face up and others face down. The amount of crises is determined by the current level on the Thermometer.


===Stages in a Round===
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.


Global Stage
== 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.


Local Stage
==== 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.)


Emissions Stage
==== 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. 


Crisis Stage
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.)


Growth Stage
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.


===Global Stage===
== Emissions Stage ==


Draw a number of new crisis cards equal to the number on the Thermometer
==== 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.


The first one is face up, the other required cards are placed face down unseen
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.


Draw 2 Global Project cards, pick one as a group to keep and discard the other
==== '''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.


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
==== 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.)


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


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:
==== '''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).


Start a Local Project
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.)


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
==Crisis Stage==


Take a Local Action
==== 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:


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.
*• 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


Support a Card
==== Crisis Cards ====
Resolve all Crisis cards in order. Examples of Crisis effects: 


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.
*• 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)


Carbon Cubes
====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. 


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
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.


Also some project cards can be activated -- possibly multiple times unless it mentions otherwise.
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==


===Emissions Stage===
If you achieved Drawdown earlier and didn't lose during the Crisis stage, then you win!


First, each player checks their Energy Demand against their Clean and Dirty Energy count, if this meets the demand they are find, but if not they suffer Community in Crisis Tokens equal to the difference
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==


Each player then adds together their Dirty Energy and Emissions, this number of Carbon Cubes are added to the main board. Meeting or failing to meet your Energy Demand has no effect on this.
Everyone wins during Growth if you reached "Drawdown" and survived the Crisis stage.


Add up the value of Trees, Oceans, and Direct Air Captures, then remove this number of Carbon Cubes from those just introduced
Everyone loses if any of the following are reached:


If 0 Carbon Cubes remain AND there is at least a value of 1 or more in Trees, Oceans, &/or DACs which wasn't used, Drawdown occurs. In which case, take the remaining owed Carbon Cubes from the Thermometer and, if you can survive one more Crisis, you win
*The Thermometer reaches 8 Bands
 
*Any player has 12 or more communities in crisis
If Drawdown did NOT trigger, move all unconsumed Carbon Cubes over to the Thermometer. The Thermometer is filled bottom to top, left to right, but only the number of columns equal to the player count is used (e.g. in a 3 player game, there will be an empty rightmost space each row). 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. The Temperature Band declares that you are officially at this level, and suffer the consequences of the new row. If you complete a row which changes the number of Crisis cards, IMMEDIATELY draw a new face down Crisis card to meet this requirement
*You haven't won at the end of round 6 (start of round 7)
 
 
===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, this may be all that happens. However, if the space is a Tipping Point spot OR you've already filled that row, an additional effect 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 this is resolved, move on to resolving all Crisis cards in order. Some cards target everyone whilst others target a player with a specific requirement, like the player with the lowest or highest of something. Check tucked Local Cards to see how they may reduce or completely ignore the effect. If you are targeted, Resilience Tokens may reduce the effect, and these are NOT discarded. However, Resilience Tokens only help the player who owns them, not everyone targeted. Afterwards, the Crisis card and any attached Local Cards are discarded.
 
If Community in Crisis tokens need to be added, add them left to right, top row to lowest row. If you have 4 or more of these tokens, you will draw 1 less Local Card. If you have 8 or more, you will draw 2 less Local Cards.
 
If you need to remove a token and don't have it, take a Community in Crisis token
 
If you need to discard a card from your play area, it can be any card not just the most visible one. However, if you discard the most visible one, this will allow an older effect to come back.
 
 
===Growth Stage===
 
If you had achieved the emissions milestone earlier (drawdown) then you win!
 
If not, advance the round tracker (if this was round 6, you lose)
 
If you did not lose, 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 reaching the emissions milestone during Emissions
 
Everyone loses if any of the following:
 
The Thermometer reaches 2oC (8 Bands)
Any player has 12 or more communities in crisis
You need to commence 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)